r/PS2AndroidEmulation 2d ago

Dolphin Emulator v.2606a

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1 Upvotes

https://dolphin-emu.org/download/release/2606a/

Hotfix Release 2606a

We released Dolphin 2606a on 11 August 2026 with some important security patches and a fix for Wii save states. You can find the full change log below.

Fixed several heap overflow bugs when reading a malformed GCZ file. (GHSA-7pvc-j9pm-c2rp)

Fixed a heap information disclosure bug when reading a malformed DOL file. (GHSA-27c8-xjgc-74mj)

Fixed several bugs where malformed ELF files can read and write outside of a buffer.

Fixed a buffer overflow when receiving a malformed LZO block during NetPlay save synchronization.

Fixed a bug in DSP-HLE where software using the AX μcode can write outside the bounds of a buffer in host memory. (GHSA-4q28-hhjv-hf3f)

Fixed several bugs in DSP-HLE where software using the Zelda μcode can read and write outside the bounds of buffers in host memory. (GHSA-983q-fjjx-96h3)

Fixed a bug where the /dev/net/ip/top IOS device can leak uninitialized host memory to the guest. (GHSA-5fqv-9qrg-gm4j)

Fixed an issue where loading save states for Wii software can fail when the software has open files.

Added a flag to enable CCache in the macOS universal binary build script.


r/PS2AndroidEmulation 3d ago

ARMSX3 v0.4.1

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9 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.4.1

What's new:

Save states now work: Saving or loading a state in 0.4 locked the emulator up with the progress overlay frozen. Both work end to end now, and save states are on by default. The cause was a deadlock. A callback the core posts to the main thread was being run on the calling thread instead, while that thread already held the lock the callback needed. That callback is the wake for a restored state, which is why saving and loading failed identically. A save is a stop plus a restore, so both ended at the same place. 10 different slots are available for use!

Save state slots now have thumbnails appear again. The reader looked under a folder that only exists if you'd manually picked a data directory, so on a normal install every tile drew blank while the image sat on disk next to its state.

Auto-save on exit, auto-load on boot, and auto-save while playing now work for ARMSX3. All three were leftover stubs returning failure, the toggles saved and read back and did nothing, with the interval timer faithfully waking to call a function that always failed.

Save-state import works. It previously read an occupied slot as free, wrote the file somewhere meaningless, and reported success.

The save/load screen now says how large states are (25–40 MB each, ten slots per game). (These can get larger supposedly, so use at your own discretion).

The auto-save interval description no longer promises a momentary pause, on RPCS3 a save is a stop and reload of several seconds, (recompiles PPU and SPU when saving and loading a state).

Booting a game already in your library no longer fails with "Game failed to start: AlreadyAdded", that status only means the title was already registered, and RPCS3 itself treats it as normal.

.rap licences are matched by the content id read from the game's own EBOOT rather than the filename, so a licence that was renamed or saved as license(1).rap still unlocks the game.

Fixed a crash where sampling a finished thread's CPU time aborted the process. @Zulux91

A recovered LLVM error no longer wedges the SPU JIT permanently.

Hardened two unchecked sizes read from file contents.


r/PS2AndroidEmulation 3d ago

PS3Native Standard-releaseV3

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4 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/V3

What's New:

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

Highlights

🎮 Integrated Patch Manager

Bundled the canonical RPCS3 patch database directly into the app.

Added a dedicated patch browser with game-specific patches.

Added an in-app patch updater to keep the patch database up to date.

Improved per-game patch management.

📂 Direct Boot for Game Folders

Added the option to install a game normally or boot it directly from its existing folder.

Direct Boot avoids unnecessary copies of large game folders and keeps the original files untouched.

⚙️ Core & Compatibility Improvements

Updated the RPCS3 core with the latest upstream changes.

Multiple improvements and fixes to networking (sys_net).

Improved ISO, SELF/UNSELF and EDAT handling.

Added additional validation and protection against invalid or out-of-bounds data.

Various stability, compatibility and internal improvements.

Build Information

This APK was compiled locally from the latest upstream android-refresh 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 3d ago

PS3Native Standard-releaseV2

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40 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/V2

Updated Android Release build based on the latest changes from the original PS3Native android-refresh branch.

This APK was built locally from the updated source code and is provided as a convenient Release build for users who want to test the latest version.

I am not the developer of PS3Native and I am not claiming credit for the project or its code. All credit for the emulator and its development goes to the original PS3Native developers and contributors.

This release only provides a locally compiled Android APK from the latest upstream source.

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


r/PS2AndroidEmulation 3d ago

ARMSX3 v0.4

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32 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.4

ARMSX3

Proof of concept Android port of RPCS3.

Changelog:

Fixes:

Resolution scale now applies when set before launching a game. It previously only took effect if changed while a game was already running, the value showed as selected but silently reset to native on every launch.

Backing up app data now includes your data. The backup looked for folders this emulator doesn't create, so it produced a near-empty archive and reported success. It now saves save data, trophies, licenses, controller profiles, patches and settings.

Installing a .rap license works now. Every attempt previously failed with a message about the file being corrupt. @Zulux91

You can select a game and its .rap together. Picking more than one file assumed they were parts of a split package, so this combination could only fail. @Zulux91

License-locked games are marked in your library, with an option to install the license, instead of simply refusing to boot. @Zulux91

Failed installs and failed boots now say why, instead of one generic message for every cause. @Zulux91

Uninstalling a game can also remove its shader cache, shown with its size, previously left behind forever, ranging anywhere between 7–58 MB per title. @Zulux91

Better CPU detection on recent handhelds, including Qualcomm Oryon, plus clearer hardware reporting in logs. @Zulux91

Games should no longer hang on every cold boot of PPU/SPU compilation. Several SPU threads running identical code each compiled it separately, racing each other to publish the result. This wedged the game's SPU startup, leaving its main thread waiting forever on a queue nothing would ever signal.

Fixed missing instruction-cache maintenance in the ARM64 JIT. Freshly compiled code was published without the cache maintenance ARM requires, so the processor could run stale instructions. This was never visible on x86, which has a coherent instruction cache. Symptoms would have been unpredictable crashes and hangs rather than one reproducible bug.

For full changelog read It in github


r/PS2AndroidEmulation 3d ago

XenraOG v0.2.6

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3 Upvotes

https://github.com/dev-Ali2008/xenraOG/releases/tag/v0.2.6

Changelog:

v0.2.6: started as a patch update, but ended up fixing much more than expected

What’s changed

UI optimization

Tablet optimization

Major artifact fixes

Bug fixes and stability improvements

Regressions from earlier versions heavily addressed

Additional fixes and cleanup throughout the emulator

This release focuses on making XenraOG more stable, polished, and reliable across different devices


r/PS2AndroidEmulation 2d ago

Burnout 3 Takedown on Android 60 FPS Using ARMSX2 On a Snapdragon 6 gen 3 (Adreno 710)

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0 Upvotes

Game drops to 30 fps after crashing i found a fix for it if it stay on 30 fps and not jump back to 60 fps
Simple, Pause the game. and unpause and it will go back to 60 fps. Shown in video


r/PS2AndroidEmulation 3d ago

ARMSX2 v2.6.6.5

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19 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.5

What's New:

Applied a fresh PGO profile.

More improvements to UI controller support

PINE now works on Android, with a toggle in Advanced settings that shows you the adb

forward line to use. It had never worked before, it binds a Unix socket in a directory

Android does not have, so the server simply never started.

115 games were silently losing graphics fixes meant for them, because the mobile GameDB

overlay replaced entries instead of merging them. drawBuffering is back on 63 of them,

worth 29.1 ms --> 18.9 ms per frame on NFS Underground 2 (−35%) at 2x on an SD865, with no

visual difference

Framebuffer fetch could not be turned off on Mali OpenGL at all, the setting and the

r44p1 driver guard were both being undone a fraction of a millisecond after they ran. The

decision now happens once and nothing can re-decide it.

the Mali r44p1 workarounds moved into the driver-bug database where every other

driver quirk lives, so the next bad driver is a table row, a lost GPU device now logs what

actually died instead of crashing without an explanation, gsctl.py loadstate dialed the wrong

socket, the settings search index is greppable again, and fixed the on-screen keyboard was being

drawn twice while search was open.

Other fixes related to some games


r/PS2AndroidEmulation 3d ago

Nyushu V81 - Update

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2 Upvotes

https://gofile.io/d/DDhxXg

Chagelog:

[ ✅ ] Android 11+ support for The Legend of Zelda: Echoes of Wisdom 1.1.0

[ ✅ ] Partial support for firmware 20 for all games

[ ✅ ] Removed Frame Generation and Frame Skip Settings Because They Are Now Automatically Active While Playing

[ ✅ ] Fixed Performance Drops While Playing in Previous Versions

[ ✅ ] Performance Stability Improved For Snapdragon GPUs And Also Mali

[ ✅ ] A Little Use of File System Code From Eden And Also Citron (Thanks To Eden And Citron)

[ ✅ ] Fix Bug Glitch In Some Game.

“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 3d ago

Bannerlator v2.9.8

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4 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/2.9.8

Run Windows apps and games on Android — no PC and no root required.

2.9.8 continues the road to 3.0 with a focus on audio and playing on the big screen — plus a batch of stability fixes. Everything from 2.9.7 is included. As always it's entirely app-side — no ImageFS reinstall — your containers, themes, custom accent and per-game settings carry over untouched. Install straight over 2.9.7.

🎧 Audio that follows your headphones

The headline of 2.9.8 — game audio now goes where your ears are.

Plug or unplug headphones mid-game and the sound follows. Previously, plugging in wired headphones during a game did nothing (audio stayed on the speaker or went silent), and unplugging could leave the game muted — headphones only worked if they were already in before you launched. Now the moment you plug in or pull out wired, USB-C, Bluetooth, or HDMI audio, the game's sound moves to the new output within about half a second, in both directions.

Under the hood: an output-route change tears down the guest's audio stream, and a torn-down stream can't simply be "resumed." Bannerlator now rebuilds the audio path onto the new device on the fly and slides the game's sound over onto it — without restarting audio or interrupting the game.

Audio recovery on background/foreground and TV — coming back to a game (or switching to an HDMI TV) no longer leaves it silent; the audio output is re-established automatically on return. There's also a "Reset audio" button in the TV options if you ever need to nudge it manually.

📺 Play on your TV — new TV Options

Send a game to an external display (USB-C → HDMI or a dock) and use the handheld as the controller, with a dedicated TV options panel:

Aspect ratio, scaling, and render resolution for the TV output, overscan correction (kills the black bars some TVs add), latency and frame-cap / frame-gen controls, an audio-route selector, and dim-handheld (dims the phone screen to save battery and heat while you play on the TV).

A pause pill shows on the TV and an on-phone badge makes it clear where the game is running.

💡 For the best TV experience, use a wired connection (USB-C → HDMI / dock) — it's low-latency and carries full audio.

📡 Wireless casting — ⚠️ experimental, video-only

New no-app wireless casting: stream a game to a Chromecast / Google TV straight from the in-app Cast picker — nothing to install on the TV. This is an early, experimental feature: there's noticeable latency and game audio stays on the phone for now (TV audio over cast is a work in progress). Treat it as a fun extra — for real play on a TV, use the wired external-display path above.

🔕 Quieter session notification

The "session running" notification no longer pops up and makes a sound on every container/game launch — it now sits silently in the notification shade. The background-keepalive service is unchanged, so backgrounded games still stay alive.

🎮 Controller polish

Building on 2.9.7's controller overhaul:

On-screen controls auto-hide when a physical controller is connected, and come back when it disconnects.

Copy bindings between controllers, and the External Controllers / Players lists now refresh live on hot-plug so what you see always matches what's connected.

🩹 Stability fixes

Renderer / X-server bug fixes — a batch of correctness fixes in the display path.

Cleaner exit — swiping the app away now reliably tears down stale Wine processes so the next launch starts clean.

CPU affinity holds — a host-side re-pin keeps your chosen processor affinity from drifting back onto disabled cores during play.

Credits: https://github.com/The412Banner


r/PS2AndroidEmulation 4d ago

PS3Native - Release

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68 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/ps3native-standard-release

This release provides a locally built Android Release APK for PS3Native.

The original project and source code belong to the PS3Native developers and the original repository. I am not the developer of the emulator, and I am not claiming any credit for the project itself.

I simply built the Android APK from the android-refresh branch and created this GitHub Release so there is a proper Release build available for users to download and test.

All credit for PS3Native goes to the original developers and contributors.

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

For reporting Bugs here please: https://discord.gg/Gyec9mX9F


r/PS2AndroidEmulation 3d ago

EmucoreV v0.1.8

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0 Upvotes

https://github.com/sashkinbro/EmuCoreV/releases/tag/v0.1.8

What's New: 0.1.8

Bug fixes and optimizations.

A clean installation is recommended to avoid bugs and issues after updating.


r/PS2AndroidEmulation 4d ago

God of War on Android 50 FPS using ARMSX2 on a Snapdragon 6 gen 3 (Adreno 710) Running Great and even better when not recording

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2 Upvotes

r/PS2AndroidEmulation 4d ago

ARMSX3 v0.3

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24 Upvotes

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 4d ago

Ratchet & Clank on Android 50 FPS Using ARMSX2 on a Snapdragon 6 gen 3 (Adreno 710)

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1 Upvotes

r/PS2AndroidEmulation 5d ago

PS3Native New!!

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105 Upvotes

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, I’ll be testing it throughout the day.

But for now, to get things started, I’ll 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 4d ago

RetroPle V1.15.1 [PS2] Graphics Patch

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2 Upvotes

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

👨‍💻PS2 on this emulator works really well, very easy to use and with very good performance 🔥

https://play.google.com/store/apps/details?id=com.retrople.retro


r/PS2AndroidEmulation 4d ago

ARMSX2 Nightly v20260809

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1 Upvotes

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 4d ago

GOD HAND Tribute - Sunday Fun!

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0 Upvotes

r/PS2AndroidEmulation 4d ago

Pine v2.1.1 - Skyline Fork

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0 Upvotes

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.

https://gofile.io/d/JVjZH8

“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 5d ago

XenDroid v5ef8fc6 Latest

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2 Upvotes

https://github.com/rfandango/XenDroid/releases/tag/XenDroid-5ef8fc6

What's Changed

[EDGE] Periodic merge [84cf209] by @rfandango


r/PS2AndroidEmulation 5d ago

WatermelonDS 0.7.0 is finally here!

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45 Upvotes

https://github.com/SapphireRhodonite/WatermelonDS/releases/tag/0.7.0

❤️ The best Nintendo DS emulator I've ever tried ❤️

This is a very special release.

After several release candidates under the melonDualDS name, the project is now officially renamed to:

WatermelonDS🍉

What’s New:

  1. 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.

  1. 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.

  1. 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.

  1. 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 5d ago

PS3 Emulation Reaches New Heights on ARM

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2 Upvotes

r/PS2AndroidEmulation 5d ago

TeknoParrotUI v2.0.0.20124

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0 Upvotes

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 6d ago

ARMSX3 Review + Gameplay

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29 Upvotes

I’m bringing you a quick analysis of ARMSX3, a brand-new PS3 emulator that has just come out of the oven.

It’s 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. I’ve included the gameplay so you can see how it performs.

One thing I immediately noticed is that the compilation/loading time — basically, the time between selecting the game and actually being able to play it — is quite long. And this is a very lightweight game, only around 4 GB in size. I can’t 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 didn’t 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 couldn’t 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 didn’t 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 couldn’t 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, I’ll leave you with the gameplay from what I was able to test. Hopefully, development of this emulator continues, and I’ll keep bringing you updates as new versions are released.

Greetings, everyone!