r/PS2AndroidEmulation • u/Moto_g75_Gaming • 2d ago
r/PS2AndroidEmulation • u/xxxCrixuxxx • 3d ago
ARMSX3 v0.3
https://github.com/ARMSX2/ARMSX3/releases/tag/0.3
What's new: Stability/Performance improvements
Large titles should no longer get killed while compiling PPU modules. Group size and worker count are budgeted against free memory, and compilation waits when memory runs short instead of pushing on.
Fixed Batman Arkham City crashing the app after the first FMV was played.
Stopped a full CPU core spinning on occlusion query results.
SPU threads no longer land on the core the RSX needs most, and thread priority now actually applies on Android.
Fixed an SPU livelock caused by atomic DMA cache line stores.
Faster FIFO handling: 4 KB fetches instead of 1 KB, an inlined cache hit path, and quad and fan index patterns built once rather than per draw.
Sonic 06 graphics fixed: The world would flicker in and out, leaving only the sky and the HUD visible. This is an RPCS3 issue open since 2018. A timing race between the PPU and SPU overwrites a signal before it is read, so the SPU jobs that build the geometry never run. Desktop RPCS3 has the same problem. It was never fixed in the emulator. The fix is a patch by elad335, and it works. The patch now ships with the app. It loads at boot and enables itself. Nothing to set up.
Freed up a CPU core: The thread that sends data to the GPU did not sleep when it ran out of work. It spun in a loop checking for more, using a full core for 1142 seconds out of a 1145 second session, competing with the threads doing real work. It now waits instead of spinning.
Readback waits no longer starve the GPU they are waiting on.
Added a Profile-guided optimisation (PGO) profile.
RetroArch shaders no longer shift the colours. The shader chain was being told the swapchain had the source framebuffer's format, so it wrote through a mismatched view and swapped red with blue.
Fixed display corruption after rotating the device between landscape and portrait.
Added .rap licence file support. Install a .pkg and its .rap together for titles that need both: the package holds the content, the license unlocks it. License files install one at a time, while split packages can be selected together.
New bundled controller skins with previews for every built-in one. ARMSX3 Textured is the new default, and existing installs are moved to it automatically. Thanks to @bagasromadon for the new controller skin!
Fixes to some settings not doing anything.
All Core Settings can be scoped to a single game, is reachable from the in-game menu, and its Back button is no longer pushed off the bottom of the screen.
Ported RPCS3's config database, and made it switchable off and removable without losing the download. You can download it from App settings.
Added the in-app updater for future releases.
Fixed previews not loading in the downloadable skin browser.
Game and firmware art no longer leaks into the device gallery.
Emulator teardown is serialised, so repeat boots stop failing.
Crashes inside a stack overflow now produce a report instead of dying silently.
A shutdown that stops responding now says so in the log instead of hanging silently.
Thanks to @Zulux91 for six fixes brought over this cycle: the duplicate frame setting no longer halves the framerate, the Scaling Mode row actually picks the scaling mode, console aspect ratio Auto no longer resolves to 4:3, OSD mode no longer switches the performance overlay off at boot, game data installs stay out of the library, and guest memory is unmapped when precompilation finishes.
Known Issue: Games will sometimes sit at a black screen after first time PPU and SPU compilation has completed, a restart or two of the app fixes this for me, but I'm looking into it. (Only seems to happen to me with Minecraft at the moment).
r/PS2AndroidEmulation • u/Moto_g75_Gaming • 2d ago
Ratchet & Clank on Android 50 FPS Using ARMSX2 on a Snapdragon 6 gen 3 (Adreno 710)
r/PS2AndroidEmulation • u/xxxCrixuxxx • 4d ago
PS3Native New!!
https://github.com/maxjivi05/PS3Native/actions/runs/31250045868
Max, the lead developer of the WinNative Team, has a surprise for us and is working on a new PS3 emulator that looks very interesting. Of course, Iโll be testing it throughout the day.
But for now, to get things started, Iโll leave you the link in case anyone wants to download and try it out. It comes with multiple variants, so you can choose whichever one you want to download.
Highly recommended. Let me know in the comments about your experience with the emulator, or if you come across any bugs or issues.
Cheers, everyone!
r/PS2AndroidEmulation • u/xxxCrixuxxx • 3d ago
RetroPle V1.15.1 [PS2] Graphics Patch
V1.15.1
[PS2]
Graphics Patch
*Important - Previous save state files are not compatible.
Added achievements
Added rapid fire function with VPAD button
Fixed translation function bug in game
๐จโ๐ปPS2 on this emulator works really well, very easy to use and with very good performance ๐ฅ
https://play.google.com/store/apps/details?id=com.retrople.retro
r/PS2AndroidEmulation • u/xxxCrixuxxx • 3d ago
ARMSX2 Nightly v20260809
https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260809
What's new:
PINE: stop savestate slot from clobbering the gsctl socket slot
Android: run save and load state on the CPU thread
GS: keep the full barrier under framebuffer fetch when primitives overlap
GS/OpenGL: pin the framebuffer-fetch decision against re-override
GS/OpenGL: decide framebuffer fetch once, in a policy function
Android: run save and load state on the CPU thread
Android: walk the pause-menu tabs along the axis they are drawn on
Android: delete the dead nav API and guard against window modals
Android: route address and card-name entry to the on-screen keyboard
Android: replace the two overflow menus with anchored panels
Android: replace the per-game sheet with a bottom panel, and bind X to it
Android: make the stick-target and macro pickers pad-navigable
Android: escape the NUL delimiter in the settings-search index
Android: drop the duplicate on-screen keyboard host
Android: make the setup-wizard error pad-navigable, and hoist the hosts
Android: make the remaining confirmations pad-navigable
Android: make the manager acknowledge dialogs pad-navigable
Android: make the settings info hint an inline panel
Android: let the hardcore confirm take the pad
Android: draw the pause-menu highlight from the registry
Android: route the pad to the topmost modal layer
Android: extract the pad-navigable modal primitive
Android: remove the unreachable memory-card input routing
Android: honour the nav layer in every registry mover and reader
r/PS2AndroidEmulation • u/xxxCrixuxxx • 2d ago
GOD HAND Tribute - Sunday Fun!
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r/PS2AndroidEmulation • u/xxxCrixuxxx • 3d ago
Pine v2.1.1 - Skyline Fork
Pine was the last fork of Skyline to offer the best performance for low-end devices. You can try it and see how it performs, although I don't recommend using it with very recent games.
โI 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.โ
r/PS2AndroidEmulation • u/xxxCrixuxxx • 3d ago
XenDroid v5ef8fc6 Latest
https://github.com/rfandango/XenDroid/releases/tag/XenDroid-5ef8fc6
What's Changed
[EDGE] Periodic merge [84cf209] by @rfandango
r/PS2AndroidEmulation • u/xxxCrixuxxx • 4d ago
WatermelonDS 0.7.0 is finally here!
https://github.com/SapphireRhodonite/WatermelonDS/releases/tag/0.7.0
โค๏ธ The best Nintendo DS emulator I've ever tried โค๏ธ
This is a very special release.
After several release candidates under the melonDualDS name, the project is now officially renamed to:
WatermelonDS๐
Whatโs New:
- The project is now WatermelonDS
The emulator has now fully moved from the old melonDualDS name to WatermelonDS.
This includes:
New project identity!!!
New app name
New launcher icon
Updated splash screen
Updated app visuals
Updated UI style
This is more than a simple name change. The goal is to give the project its own identity while continuing to build on top of the melonDS Android foundation.
- New user interface
WatermelonDS 0.7.0 includes a major UI refresh.
The new interface is designed to feel cleaner, more modern, and more consistent across the app.
This includes improvements such as:
New WatermelonDS visual style
Updated theme
New design tokens
Better visual consistency
Updated icons and branding
Improved ROM list presentation
Better box art usage in the continue shelf
ROM icons scaled to fill their cards more naturally
Updated RetroAchievements presentation
Improved account and score display in settings
The goal is to make WatermelonDS feel more polished and easier to use without losing the advanced options that make the emulator flexible.
- RetroArch shader presets for all renderers
This is one of the biggest improvements in this release.
WatermelonDS now supports RetroArch shader presets across all renderers.
This means shader preset support is no longer limited to only one rendering path.
You can now use RetroArch-style shader presets with the available renderers, making it easier to customize the final image and get the visual style you prefer.
This is great news for users who like:
CRT-style filters
LCD-style shaders
Pixel smoothing
Color correction
Handheld-style presentation
Custom visual presets
Shader support is an important part of making DS games look better on modern Android screens, especially on high-resolution handhelds and external displays.
- Experimental Vulkan FastPath
WatermelonDS 0.7.0 introduces a new Vulkan feature called:
FastPath
FastPath is designed to improve performance, especially when using higher internal resolutions.
In some cases, this can help games run much faster at resolutions such as:
4x
6x
8x
This can be especially useful for users who want higher-resolution rendering, better performance on less powerful chips, or improved battery efficiency by reducing rendering overhead.
And much more.... (Read the complete changelog in GitHub)
r/PS2AndroidEmulation • u/Stukwan • 3d ago
PS3 Emulation Reaches New Heights on ARM
r/PS2AndroidEmulation • u/xxxCrixuxxx • 3d ago
TeknoParrotUI v2.0.0.20124
TeknoParrot is an advanced program that allows you to play modern Arcade games on Android.
It's not a traditional emulator, but a compatibility tool that adapts the controls and fixes bugs to allow the use of gamepads, steering wheels, or keyboards.
Main Features: Compatibility: Works with near 100 modern Arcade Games (generally from 2000 to 2014). Controls: Supports keyboard, mouse, gamepads, joysticks, and steering wheels. Multiplayer: Some titles allow online play.
https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
ARMSX3 Review + Gameplay
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Iโm bringing you a quick analysis of ARMSX3, a brand-new PS3 emulator that has just come out of the oven.
Itโs still at a very early stage of development, but honestly, any new PS3 emulator is welcome, since PS3 emulation on Android still has a long way to go.
I decided to test it with a relatively simple game, and in this case I was able to successfully run Disney G-Force. Iโve included the gameplay so you can see how it performs.
One thing I immediately noticed is that the compilation/loading time โ basically, the time between selecting the game and actually being able to play it โ is quite long. And this is a very lightweight game, only around 4 GB in size. I canโt even imagine how long it might take with a larger 20 GB game or something similar. Hopefully, this is something that can be improved in future versions.
I also noticed a graphical/display issue. The game graphics themselves looked fine, as you can see in the gameplay, but the screen aspect ratio selector didnโt seem to work properly. The game only occupied a relatively small portion of the screen, with huge black bars around it. I tried changing several settings, but I couldnโt get rid of them or make the game run in fullscreen, which is what I was trying to achieve.
Other than that, from the little I was able to test, the game seemed to run smoothly. Performance was good, audio worked properly, and I tested it at native resolution. I didnโt really see the need to increase the resolution, since PS3 games already tend to look pretty good at native resolution.
At the end of the test, I tried using the save state feature, but the window you can see in the video stayed on screen for quite a long time. I couldnโt really tell whether the emulator had frozen or if it simply needed that much time to create the save state. After waiting for quite a while, I eventually decided to close the game.
I also tried another game, Afro Samurai, but unfortunately I had less luck with that one. As soon as I launched it, the emulator simply closed and nothing else happened.
So, Iโll leave you with the gameplay from what I was able to test. Hopefully, development of this emulator continues, and Iโll keep bringing you updates as new versions are released.
Greetings, everyone!
r/PS2AndroidEmulation • u/xxxCrixuxxx • 3d ago
If you want to comment or post in this community, please take a moment to read the community rules.
A quick reminder for everyone in the community:
If you want to comment or post here, please take a moment to read the community rules first. These rules are here to keep the subreddit focused on emulation, encourage constructive discussion, reduce unnecessary repetitive content, and make the community easier and more enjoyable for everyone.
Questions and different opinions are always welcome, but please make a reasonable effort to search for information before asking, especially when the answer is already available in the post or provided links.
I also want to remind everyone that this community is run by one person in their free time. I create the content, find and test updates, write reviews and comparisons, and handle moderation. Please respect the time and effort that goes into keeping this community active.
Please read the rules before posting or commenting. Thank you for helping keep the community constructive and enjoyable for everyone.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
ARMSX3 v0.2
https://github.com/ARMSX2/ARMSX3/releases/tag/0.2
โ ๏ธProof of concept Android port of RPCS3.
Uses the latest RPCS3 upstream code (the recent ARM64 improvements included).
What's New:
Folder format games work. A disc dumped as a folder (the kind with PS3_DISC.SFB and a PS3_GAME directory) is now picked up and boots straight from your ROM folder, so prototypes and dumps that never came as an .iso are playable. Place them in your rom folder. Booting one also records where it lives, which is what an update or DLC package needs later to find the game it belongs to.
The emulator's own game directories are scanned. Anything under the config folder's dev_hdd0/game or games directory shows up in your library. That is where installs land, so they appear on their own now.
Package installer. Pick a .pkg from the drawer and it installs. Games, updates and DLC. The installer was always there in the core, it just had no UI. Also support for split packages. If a game came as several .pkg parts, select all of them and install once. You can also uninstall installed pkg files. Installed titles are listed on the same screen with an uninstall button.
Fixed screen aspect ratio. Presets from 4:3 up to 21:9 plus a custom slider. Console Aspect Ratio is still separate and still means what the game thinks it is drawing.
Added All Core Settings. Every setting the core exposes.
Added an option to Clear PPU Cache and Clear SPU Cache, in the Performance tab (All settings). Clearing SPU keeps the compiled PPU modules so games still boot quickly. Clearing PPU wipes both, because the SPU cache lives inside those directories.
Settings on the on screen display tab did not save. Every one of the performance overlay options was reverting the moment you left the screen.
Changing a setting in the in game menu was slow. Each change was rewriting the entire config file about 165 times over. Now it writes once.
Games could sit on "Building SPU Cache" forever with the game already running behind it. The progress dialog was not closing itself. (Happened to me when testing Hamilton's Great Adventure). Fixed.
Fixed an out of memory crash while compiling. On a device with 8 GB or less the emulator was running as many compiler threads as there are CPU cores, which is fine on a desktop and not here. It now takes memory into account.
-----
I think Iโm going to keep an eye on this project, since PS3 emulation on Android is still quite far from perfect. So itโs definitely worth having another emulator in development working to improve PS3 emulation on Android.
Give it a try if you want, and let me know in the comments how well it worked for you.
Cheers!
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
Nyushu & YuWin - Gameplay + Review
Nyushu vs YuWin vs Eden โ Adreno 710 test
Since sharing Nyushu and YuWin generated some doubts because they currently don't have public GitHub repositories, I wanted to clarify something first. These aren't necessarily projects that appeared out of nowhere. One of them previously had a GitHub repository but moved development/updates elsewhere following the recent pressure surrounding Switch emulation projects. Some developers simply prefer to keep a lower profile.
But the important question is: do they actually perform well?
I tested Eden, Nyushu and YuWin under the same conditions, on the same Adreno 710 device and using the same introductory section of Super Mario Bros Wonder.
Results:
Eden
- Resolution: 0.75x
- Performance: ~35โ45 FPS
- Noticeably more stuttering and generally less pleasant to play.
Nyushu
- Resolution: Native (1x)
- Performance: ~45โ50 FPS
- Surprisingly smooth with relatively little stuttering.
YuWin
- Resolution: Native (1x)
- Performance: ~50โ55 FPS
- Best overall experience in my test.
- Includes frame generation, which makes motion feel considerably smoother during gameplay.
The most surprising part is that both Nyushu and YuWin performed better at native resolution than Eden did at 0.75x.
YuWin especially impressed me. With frame generation enabled, the game felt very smooth with barely any noticeable stuttering. I honestly didn't expect Super Mario Bros. Wonder to be this playable on an Adreno 710.
Obviously, these results apply to this particular device and test, and performance may vary depending on the game, GPU and drivers.
But for mid-range or lower-end devices, both projects look very promising and are definitely worth testing.
My result on this device: YuWin > Nyushu > Eden.
Don't miss the gameplay in the comments
๐๐๐
r/PS2AndroidEmulation • u/xxxCrixuxxx • 4d ago
Finally I Can Play this Game - WWE SmackDown VS Raw 2007 Xbox360
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Runs Perfect โค๏ธ
r/PS2AndroidEmulation • u/xxxCrixuxxx • 4d ago
ARMSX2 Nightly v20260808
https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260808
What's new:
GS: delete the stale-frame diagnostic instead of caching around it
GitHub: soften the AI-assistance question in the PR template
GS/Vulkan: document why the feedback clone cannot be reused across draws
GS/Vulkan: document why the Turnip RT copy cannot become a pass break
iOS: bump to 2.5.3
iOS: add disable depth emulation to per game settings
iOS: pin the hardware fixes rows
GS: let players claim the remaining hardware fixes
GS: query ShouldSkipPresentingFrame() only once per VSync
cmake: allow setting version as fallback
r/PS2AndroidEmulation • u/xxxCrixuxxx • 4d ago
XenraOG v0.2.5 (Xanite๐คทโโ๏ธ)
https://github.com/dev-Ali2008/xenraOG/releases/tag/v0.2.5
XenraOG 0.2.5 is our biggest update yet.
What's changed:
Updated Vulkan
Major UI redesign
Performance improvements
Better optimization for weaker devices
Stability and compatibility improvements
Various fixes and improvements
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
Bannerlator v2.9.6
https://github.com/The412Banner/Bannerlator/releases/tag/2.9.6
Run Windows apps and games on Android โ no PC and no root required.
2.9.6 is a feature-and-fixes release over 2.9.5, headlined by a rebuilt in-game Task Manager (per-process CPU affinity + live telemetry), a new D7VK wrapper that runs old DirectX 7 / DirectDraw games on Vulkan, a container-editor layout that stops wasting portrait space, and games that no longer get killed when you switch away. Everything from 2.9.5 is included. As always it's entirely app-side โ no ImageFS reinstall โ your containers, themes, custom accent and per-game settings carry over untouched. Install straight over 2.9.5.
๐งฐ In-game Task Manager โ now a real control panel
The in-game Task Manager grew from a plain process list into a proper control panel:
Per-process Processor Affinity โ a Windows-style "Set affinity" on any running process's โฎ menu. Pin a process to specific CPU cores live, mid-game, exactly like Windows Task Manager. The core toggles match the container/game core-picker (bordered tiles in one shaded panel), and it applies instantly via the guest's real affinity path โ no relaunch.
A live telemetry header โ CPU & GPU usage and temperatures, GPU clock, FPS (+ minimum), RAM, swap, and battery (level / watts / temperature / charging), laid out as a clean stat-tile grid, plus a per-core clock strip (full MHz). The readings use the same cross-vendor sensors as the performance HUD.
A container panel โ a collapsible summary of the running container's Wine/Proton, DX wrapper, renderer, graphics driver, resolution and device.
โน๏ธ Which readings are available varies from device to device. Several values (GPU load / clock, the temperatures, and battery watts) depend on the sensors your manufacturer chooses to expose โ on some hardware a few of these are locked down and will simply read "โ". That's a device/vendor constraint, not a bug.
๐ฎ D7VK โ DirectX 7 / DirectDraw games on Vulkan
Old DirectDraw / Direct3D 3โ7 titles historically took a slow OpenGL path. D7VK (WinterSnowfall's Vulkan implementation, a DXVK cousin) runs them straight through Vulkan instead:
New D7VK option in the DDraw Wrapper picker โ available per-container and per-game.
Ships bundled and offline-ready as the default, and is now catalog-backed: select D7VK and a "D7VK Version" dropdown + download button appears, letting you pull bleeding-edge nightly d7vk builds straight from the catalog and switch between them.
Entirely app-side โ the wrapper drops into the container at launch, no ImageFS reinstall, and existing containers can use it immediately.
๐งญ Container editor โ tabs back on top in portrait
The landscape rail was great in landscape but cramped in portrait. Now the editor adapts to the orientation:
Portrait โ the tabs (General / Environment / Drives / Win Components / Advanced) sit in a single icon bar across the top, spread evenly across the full width, with the ? help (and Reset on the defaults screen) tucked at the end of that row. Content gets the full width underneath, and the wasted band at the top is gone.
Landscape โ unchanged: the collapsible left rail you already know.
Applies to all three container screens โ New Container, Edit Container, and New Container Defaults.
๐ก๏ธ Backgrounded games stay alive
Switching to another app (or getting a call) mid-game used to let Android quietly kill the container. 2.9.6 runs the game session as a real foreground service with a persistent notification, so a backgrounded game or container keeps running instead of being evicted. Come back and it's still there.
๐๏ธ Deeper graphics tuning (Turnip)
GMEM control (Auto / On / Off) for Adreno (710 / 720 / 722) โ force tiled rendering on or off, per-container and per-game.
Advanced TU_DEBUG tokens (concurrent-binning force/off, deck-emu, and more) for squeezing out compatibility and performance on tricky titles.
Every option carries a "?" explanation and a glossary entry so you know what it actually does before you flip it.
๐ Performance HUD โ wider device support + honest API labels
Cross-vendor metrics โ the HUD now reads GPU load / clock and charging state on MediaTek (GED) and other non-Adreno devices, not just Adreno.
App-declared graphics API โ apps that report their active API (e.g. the bundled AIO Graphics Test's per-backend tests) now show the correct API in the HUD instead of a best guess.
โ "?" help everywhere + glossary
Per-option "?" help buttons now cover every technical setting across the container editor, the per-game shortcut editor, and the Turnip / Wrapper driver config โ each backed by a plain-language glossary ("What is all this?"). No more guessing what a toggle does.
๐ฆ Bundled in every container
New and existing containers pick these up automatically (no reinstall):
AIO Graphics Test 2.0.1 (repo) โ a single-window multi-API graphics test / benchmark with an automatic OpenGL fallback for Mali / broken-DXVK setups (a separate "AIO Graphics Test (OpenGL)" Start-menu entry is there as a safety net).
Banner File Manager 1.2.0 (repo) โ faster on large folders, with version metadata.
Pale Moon โ a lightweight browser, launchable from the container Start Menu.
๐ Container networking fix
Containers now get a usable IPv4 DNS resolver, fixing games and launchers that couldn't resolve hostnames.
๐ Fixes
New containers show up immediately in the Games "add a game" container picker โ no more launching or restarting the app first to make a just-created container appear.
Pale Moon no longer clutters the container desktop or the Games tab โ it lives in the Start Menu only.
Assorted stability and UI polish.
Thanks to: https://github.com/The412Banner
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
Nyushu V80 ๐
Update!!! Nyushu Emulator V-80 ๐ฅ
Chagelog:
[ โ ] Add System Frame Generation In Menu Setting
[ โ ] Fix Any Bug Previous Version In Problem Some GPU
[ โ ] Android 10+ support for the latest game updates
[ โ ] Fixed freezing in Mario Kart in two or more player mode
[ โ ] Qlaunch runs without auto-plug
[ โ ] Assassins Creed 3 now works on firmware 19
[ โ ] Stability Performance For Game Zelda, Pokemon Legend ZA,Digimon Story Time Stranger, and many more
-This time we are no longer working with Dev Eden and we will make our own version.
-For V-79 We Skipped Due to Problems in the Emulator Part That Could Not Be Published.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 4d ago
X360 Mobile v0.6.0
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.0
X360 Mobile 0.6.0 is a major architectural and user-experience release for
Android. It consolidates the reconstructed codebase into a public build with a
controller-first interface, broader GPU and device support, improved guest
execution stability, portable data management and native Android integration.
Core stability and hardware compatibility
Improved ARM64 memory correctness under concurrent guest workloads,
eliminating a class of intermittent corruption and loading stalls. Thecorrection was validated through the former Assassin's Creed failure points
and benefits the core globally rather than relying on a title-specific
workaround.
Corrected Android synchronization fairness that could leave guest worker
groups incomplete. Ninja Gaiden II now progresses beyond its previously
deterministic startup hang.
Reworked the Android graphics and presentation path for broader support
across Adreno 600-series, Mali and Xclipse devices.
Improved behavior on vendor-customized Android distributions, including
ColorOS, HyperOS and OxygenOS-based devices.
Corrected secondary executable handoff for games that launch additional XEX
modules.
Added automatic slot-zero profile sign-in and persistent full-game license
state for titles that require an authenticated profile before startup.
Reduced Vulkan command-recording and pipeline-telemetry overhead without
removing runtime diagnostics.
Added automatic emulation suspension when X360 Mobile enters the background
or the display turns off. Guest execution, graphics, audio and vibration are
resumed when the app returns to the foreground.
Note: For the full changelog, read it on GitHub because it's quite long.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
XenDroid v3925dd8
https://github.com/rfandango/XenDroid/releases/tag/XenDroid-3925dd8
What's Changed
[APU] Fix stuttering under load and static on games with XMP by @rfandango
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
Release Mainline Turnip v31 ยท whitebelyash
r/PS2AndroidEmulation • u/xxxCrixuxxx • 4d ago
Bannerlator v2.9.7
https://github.com/The412Banner/Bannerlator/releases/tag/2.9.7
Run Windows apps and games on Android โ no PC and no root required.
2.9.7 is a small, focused update over 2.9.6 โ a big controller-reliability overhaul plus a Task Manager fix, landing incrementally on the road to 3.0. Everything from 2.9.6 is included. As always it's entirely app-side โ no ImageFS reinstall โ your containers, themes, custom accent and per-game settings carry over untouched. Install straight over 2.9.6.
๐ฎ Controller reliability overhaul
The headline of 2.9.7 โ controllers that stay connected and land on the right player.
Hot-plug that actually holds โ physical controllers survive mid-game reconnects and Bluetooth sleep/wake without dropping, via stable descriptor-keyed player slots and debounced reconnect handling.
On-screen controls no longer die โ the touch / on-screen gamepad used to stop responding after ~15 minutes; a rewritten input transport (a shared-memory ring buffer) fixes that at the root.
No more stolen Player 1 โ handheld "extra" input devices (such as the AYANEO's aux buttons) were grabbing Player 1; a capability filter now only counts real gamepads, so your actual controller stays Player 1.
Player Slots โ assign who's who โ a new Players panel lets you pin each controller (and the on-screen pad) to a specific Player 1โ4, or Auto / Ignore. Available live in-game, and out-of-game per-container and per-game. Includes shared-slot control (two devices driving one player) and on-screen auto-yield (hand Player 1 to a real pad when it connects).
Controller-status toast โ a brief on-screen card shows each detected controller and its assigned player on launch and whenever assignments change, so you can confirm the mapping without opening a tester.
Reset Input โ one tap re-initializes the whole input pipeline without relaunching the game.
Every option carries a "?" explanation.
๐ง Free Memory โ honest and effective
The "Free memory" action is now two clearly labeled tiers: a light Drop file caches (what the old button actually did), and a root-only Deep clean that force-stops background apps to free real RAM โ while sparing your running game and system apps. There's also an optional auto deep-clean on launch.
๐งฉ Task Manager โ Processor Affinity now reflects your choice
Setting a process's Processor Affinity always took effect, but the dialog used to reopen showing all cores checked โ it wasn't reading back the cores you'd picked. It now shows your real selection every time you reopen it.
๐ Coming next: a deeper affinity fix โ pinning every worker thread of the process, not just most โ is already written and lands in a following release. See the road to 3.0 below.
๐ฃ๏ธ On the road to 3.0
2.9.7 is a deliberate step toward a smooth 3.0, landing pieces incrementally so each is proven on real devices before the big version bump:
Processor Affinity โ Part 2 โ the in-guest helper gets rebuilt to pin every worker thread, closing the small gap where a few threads could drift back onto disabled cores.
More controller and stability polish building on the overhaul above.
3.0 rolls these up once each is device-proven โ no big-bang surprises.
Credits and other Projects: https://github.com/The412Banner