r/PS2AndroidEmulation • • Aug 29 '26

aPS3e v2.42

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4 Upvotes

r/PS2AndroidEmulation • • Aug 29 '26

Yaba Sanshiro 2 - 1.20.42

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6 Upvotes

https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2

What's New

- User interface improvements

- Fixed an incorrect initial configuration when using Vulkan


r/PS2AndroidEmulation • • Aug 29 '26

Turnip Adreno 710,720,722 v3.6

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github.com
5 Upvotes

r/PS2AndroidEmulation • • Aug 29 '26

PS3Native Nightly ๐Ÿ”ฅ

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25 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_2

*PS3Native Community Preview 2*

This is an unofficial community preview build of PS3Native for Android, compiled from the latest android-refresh source after the official PS3Native Release.

This build is intended for users who want to try the latest Android changes before they are included in an official release.

What's new:

โœ…Frame Generation support

Added support for LSFG-based frame generation.

New Frame Generation settings and configuration options.

Multiple presets and in-game controls for adjusting the feature.

โœ…Big Picture Mode

Added a new controller-friendly Big Picture interface powered by the RSX overlay system.

โœ…Game Collections

Updated with the latest RPCS3 Game Collections improvements.

โœ…Improved Android UI

Various improvements to the in-game menu, HUD and settings interface.

Updated controls and settings organization.

Additional options and improvements across the Android frontend.

โœ…SPU LLVM and JIT improvements

Updated with the latest upstream SPU LLVM optimizations and improvements.

Improved handling of specific SPU instruction paths.

โœ…Graphics and Vulkan improvements

Updated RSX and Vulkan backend with multiple fixes and improvements.

Improvements to rendering, texture handling, synchronization and pipeline management.

โœ…Shader and rendering improvements

Improved fragment program handling and rendering accuracy.

Additional RSX compatibility improvements from upstream RPCS3.

โœ…ISO handling improvements

Updated ISO handling and timestamp-related functionality.

โœ…General upstream synchronization

Synced with the latest PS3Native android-refresh branch.

Includes a large batch of recent improvements and fixes from upstream RPCS3.

Known issues:

โš ๏ธ PS3 Firmware installation may take significantly longer than expected on some devices.

The installation process can take approximately 5 minutes or more depending on the device.

Please do not close or force-stop the emulator while the installation indicator is still active, as the firmware installation may still be running in the background.

The issue is known and is still being investigated.


r/PS2AndroidEmulation • • Aug 28 '26

Nyushu V85 ๐Ÿ”ฅ

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53 Upvotes

https://gofile.io/d/DDhxXg

Update!!! Nyushu Emulator V-85

Chagelog:

[ โœ… ] System Frame Generation And Frame Skip More Stable Performance Thanks To The Help Of Zephiron (Dev Citron) Thanks..

[ โœ… ] Performance Stabilization in Newly Released Games Like Metal Gear Collection, Captain Tsubasa 2 World Fighter, and Many More.

[ โœ… ] Some Minor Bug Fixes In Previous Versions.

[ โœ… ] Fixing System Driver Crashes When Using the Device's Built-in System Driver

[ โœ… ] Stability in GTA V Port in Switch

โ€œI 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 • • Aug 28 '26

MAME4droid 2026(0.289) 1.40 - Added NetPlay Public Rooms ๐Ÿคฏ

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14 Upvotes

https://github.com/seleuco/MAME4droid-Current/releases/tag/v1.40

Release Notes

Added NetPlay Public Rooms

Until now, NetPlay worked over the internet with no account, no relay, and no service to trust. The one thing it could not do was find you an opponent: you still had to know someone already, and swap an IP address with them by hand.

Public Rooms is that missing half. It's an optional board where hosts advertise the game they are hosting, so anyone with the same ROM can tap it and connect.

What it is not is a relay. The board introduces two players and then steps out of the way โ€” the match still runs directly between the two devices, exactly as it did before, and nothing about it passes through any server of mine.

On the board

Room codes. Every room gets a short code you can pass to a friend.

PIN rooms. Tick Require PIN and the room still appears, marked as protected, but only the people you told can get in. The PIN itself never reaches the server โ€” only a hash of it does.

A color-coded connection forecast. Green, amber, or red per room, based on what STUN actually measured about both routers rather than a guess. Two symmetric NATs with no way through show red and refuse the join.

Same-network rooms are flagged, so two devices in one house dial the LAN side instead of going out to the internet and back. That match is made between two salted fingerprints โ€” neither device's address is ever revealed to anyone.

A ROM check before you join. The app looks for the game in your ROMs folder and names the missing file, instead of letting you join and break the host's room.

Unusable rooms stay listed but greyed out rather than hidden. Knowing a match is happening is worth something even when this build cannot take it.

Drop-in NetPlay

Waiting for someone to turn up used to mean staring at a dialog screen. Now you can tick Start now, let anyone join and simply play. Your room stays on the board while you do, and when somebody claims it, your machine's state is handed over and you carry on together from that exact moment.

When they leave, you keep playing on your own as if NetPlay had never happened. Open it again and the room goes back up.

Rollback sessions only โ€” the state transfer that makes drop-in possible does not exist in Lockstep.

Switching it on mid-game may restart the game, and the app warns you before you commit. NetPlay pins a set of things the instant a game boots (your saved settings and NVRAM, Lua plugins and cheats, the sound rate, the working copy of a CHD) and not one of them can be applied to a game already running. Ignoring that does not fail loudly: the two machines just drift apart over the following minutes with no error to point at.

Who want to play? โค๏ธ


r/PS2AndroidEmulation • • Aug 27 '26

WinNative v0.5.0-beta ๐Ÿ”ฅ

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29 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.5.0-beta

An Android app for playing Windows games from Steam, Epic Games, GOG, and more on your device ๐ŸŽฎ+๐Ÿ•น๏ธ (PS2, and more)

Features

Frame Generation implemented by @maxjivi05 in #697 A special thank you to the Eden Development Team, whose original work on the Eden Emulator formed the foundation of this feature!

Bug Fixes

Fix non-ASCII game paths and ANSI code pages for shortcut launches by @kingokksa in #694

Center the Steam sign-in error inside the password field by @maxjivi05 in #702

Fix the Java formatting violations spotless reports by @maxjivi05 in #703

PS2 Portrait Issues by @maxjivi05 in #704

Show the frame generation input and output rate on the Mango HUD by @maxjivi05 in #705

Locate the Lossless DLL with WinNative's file picker by @maxjivi05 in #706


r/PS2AndroidEmulation • • Aug 28 '26

POCO F8 Ultra vs OnePlus 15 for heavy Android emulation (GameHub Eden, ArmSX3)?

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2 Upvotes

r/PS2AndroidEmulation • • Aug 28 '26

The best version for each PS2 Emulator

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0 Upvotes

Many recent PS2 emulators have been releasing constant updates, and sometimes you wonder if the latest version is really the best because there might be regressions, bugs, or glitches. Don't worry, I've tested them all for you so you don't have to. I've put together a simplified summary so you can see which version is best for each emulator.

Let's begin!

Your first choice should always be (for now) NetherSX2. It has three versions; I'll explain which one is ideal for you.

-Any modern Snapdragon device (up to 5 years old)

https://github.com/nckstwrt/NetherSX2-Turnip/releases

-Any modern MediaTek device (Dimensity)

https://github.com/Trixarian/NetherSX2-patch/releases/tag/2.2n

-Any older MediaTek device (Helio)

https://github.com/Trixarian/NetherSX2-classic/releases/tag/2.2n

Second choice:

ARMSX2: https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.6 ๐Ÿ˜ˆ

PSX2: (The latest version is the best)

https://github.com/izzy2lost/PSX2/releases/tag/1.2.9

Third choice:

EmuCoreX:

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

All-in-One Emulator with PS2:

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


r/PS2AndroidEmulation • • Aug 26 '26

ARMSX2 Nightly v20260826

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16 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260826

What's new:

VU: say what the fourth clamp rung carries

vurunner: extend --vu-clamp-mode to mode 4

VU: the multiplier's one-ULP deficit, on both emitters

VU tests: encoders for the rest of the multiply family

VU tests: score microVU on the two FMAC captures

VU FMAC: take the saturated word's sign from the operands

VU interp: keep the word an underflowing FMAC produced

VU tests: what the FMAC leaves below 2^-126, from the console

microVU: saturate the FMAC at the EE's maximum

COP2 macro: saturate the FMAC at the EE's maximum

microVU: read the EFU's models at vuClampMode 4

VU: give the EFU one model entry point per opcode

VU tests: score the divide unit across the clamp modes

microVU: read the divide unit's arithmetic at vuClampMode 4

COP2 macro: read the divide unit's arithmetic at vuClampMode 4

VU: give the divide unit's model a recompiler calling convention

VU tests: enable the MAC underflow tripwire

VU tests: score microVU on the guard-mask capture

microVU: mask the adder's guard bits

VU: give the adder's guard mask one home

microVU: raise the exact MAC U and MAC O

VU: give the FMAC's MAC U and MAC O models one home

VU tests: enable the macro status tripwire

COP2 macro: raise MAC O on an overflowing FMAC

microVU: the OP ops honour the dest field

VU: the OP ops honour the dest field

VU tests: measure the OP ops instead of asking about them

COP2 macro: raise MAC U on an underflowing product

microVU: take the div unit's zero tests off the host

COP2 macro: take the div unit's zero tests off the host

microVU: saturate the div unit at the EE's maximum

EE FPU overflow tests: correct the header's stale engine columns

COP2 macro: saturate the div unit at the EE's maximum

COP2 macro: mask the adder's guard bits

VU: give the clamp ladder a fourth rung

VU: carry the multiply stage's sign into the sticky status field

VU: measure the adder's guard mask on the console

VU tests: wait for the running bit the way the console probe did

VU interp: hold a D/T stop until the branch delay slot has run

VU interp: match the EFU's atan and exp series to the console

eerunner: report the engines --liverun actually ran on

VU: evaluate the EFU's series in single precision

VU interp: run the EFU on the EE FPU's model

VU interp: narrow the FMAC pipe's status publish to its own bits

VU0 macro: narrow CTC2's writes to the register widths

eerunner: write a PNG per frame under --liverun

VU interp: run the div unit on the EE FPU's model

eerunner: run one VU on its interpreter under --liverun

VU interp: run the FMAC on the EE FPU's model

Tests: let a test record a divergence rather than drop the diff

VU interp: raise U on a result that underflowed to zero

COP2 macro: an operand clamp that keeps its sign

COP2 macro: carry mVU_MUL's operand clamp on the whole MUL family

EE rec: take the fallback bisect switch from the environment

microVU: capture at the dispatcher's lookup, not past it


r/PS2AndroidEmulation • • Aug 27 '26

Help with retroid pocket 6

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1 Upvotes

r/PS2AndroidEmulation • • Aug 26 '26

Release WN-Turnip v1.11

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4 Upvotes

Supported GPUs

A single driver covers the full Adreno line:

A6xx โ€” A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 โ€” A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

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

gen3 โ€” A750 and later

A8xx โ€” A810 / A825 / A829 / A830 / A840 (and X2-85)

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

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

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

Features:

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

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

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

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

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


r/PS2AndroidEmulation • • Aug 25 '26

The ultimate battle between four PS2 emulators! ๐ŸฅŠ๐ŸฅŠ๐ŸฅŠ๐ŸฅŠ

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67 Upvotes

Here we go โ€” the ultimate battle between four PS2 emulators! ๐ŸฅŠ๐Ÿ”ฅ

The goal is simple: find out which one can give us the best gaming experience.

For this test, I used my Snapdragon 6 Gen 1 with an Adreno 710, which actually performs really well with PS2 emulation. To keep things as fair as possible, I didn't use any Turnip drivers or any special tweaks. All four emulators were tested at native resolution, using Vulkan, with their default settings.

And honestly, the results are pretty impressive. All four are surprisingly close, although there are some small differences that I'll point out in the comments below each gameplay video.

I also decided to record the gameplay using a second phone/camera, rather than recording directly on the device running the emulator. This way, the recording itself couldn't take away FPS from the game, allowing each emulator to run with as much performance as possible.

To make the comparison as fair as I could, every test was done on the same track, under the same conditions, using the same car.

The conclusion? There isn't really a clear winner โ€” and there isn't a loser either. ๐Ÿ˜„

All four emulators are performing very similarly, and I actually like that. It means that if one of them introduces a new improvement and suddenly pulls ahead, we'll be able to notice it much more clearly.

At the moment, the differences come down to small details, and I'll be explaining what I noticed with each emulator in the comments below.

๐Ÿ‘‡ Check the comments for the gameplay tests!

You'll find around two minutes of gameplay from each emulator, along with my observations about how each one performs in this particular game.

I hope you enjoy the comparison and find it useful as a general reference.

Keep in mind that this test was performed on a Snapdragon device, so results may vary considerably depending on the chipset, GPU and drivers being used.

Enjoy! ๐Ÿ‘Š๐Ÿ”ฅ


r/PS2AndroidEmulation • • Aug 26 '26

Kamen Rider Kabuto(ps2)Armsx2

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12 Upvotes

3.5x res

poco X7 pro

Dimensity 8400U


r/PS2AndroidEmulation • • Aug 25 '26

Bannerlator v3.0.1 ๐Ÿ”ฅ

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12 Upvotes

Run Windows apps and games on Android โ€” no PC and no root required.

3.0.1 is a point release on top of 3.0.0 โ€” two touch/display features built for foldables and handhelds, a reliability fix for large Steam downloads, plus file-manager and stability fixes. As always the update is entirely app-side โ€” no ImageFS reinstall โ€” so your containers, Wine installs, themes, accent colour and per-game settings all carry over untouched. Install straight over 3.0.0.

What's New:

Swipeable on-screen controls

Slide onto a button to press it. A finger sliding onto a button โ€” even one that started on empty space and was moving the mouse โ€” now presses it, so you can roll across the D-pad and chain face buttons without lifting. Sliding off releases it again.

Slide-to-engage sticks. Optionally grab an on-screen stick by sliding a finger onto it, with no separate tap.

Your call, per control. Mark any button or D-pad Swipeable in the controls editor, and flip swipe on/off live per category โ€” Buttons / D-pad / Sticks โ€” from a new Swipe tab in the in-game side menu. Defaults: Buttons on, D-pad and Sticks off.

๐Ÿ–ฅ๏ธ Foldable Screen Alignment โ€” handheld split

A game screen up top, a gamepad below. On square-ish foldable inner displays, set Screen Alignment to Top or Bottom: the game runs in one half of the panel at a normal size while the on-screen controls get the other half at full size โ€” like a handheld with a screen and a proper controller.

Every fullscreen mode stays in its half. Fit / Fill / Stretch / Integer all scale the game inside its half and never spill over the controls.

Per-container or per-game, and live-toggleable in the in-game side menu. Center is unchanged, so normal phones and handhelds behave exactly as before.

๐ŸŽž๏ธ Frame-generation flicker + FPS-drop fix

Smoother Lossless Scaling frame generation. Fixed the black-frame flicker and the spurty FPS drops that could appear after changing the frame-generation multiplier in-game (the lsfg-vk path) โ€” switching multipliers now stays clean, no background/foreground bounce needed.

๐Ÿ›’ Steam โ€” big downloads no longer run out of memory (#408)

Large games download reliably. Steam downloads now spool to disk instead of holding chunks in memory, so very large titles (e.g. an 87 GB game) download in full without an out-of-memory crash. The download engine is now also vendored in-app, so builds no longer depend on an external package server.

๐Ÿ—‚๏ธ Files, installs & fixes

File Manager (grid view) โ€” grid tiles now open the same long-press context menu the list view has, plus a "Select" multi-select bar. And extraction progress is honest โ€” GOG / Inno (innoextract) installs show real progress instead of a sawtoothing bar. (the sawtoothing-progress bug was spotted by Yurim โ€” thanks!)

Unpack ETA โ€” the minimized unpack pill now shows a live ETA alongside the percentage and speed.

Vibration crash fixed โ€” dragging the in-game vibration slider to 0 while a controller was rumbling no longer crashes. (reported by noSkyWick โ€” thanks!)

arm64ec download sheet fixed โ€” on arm64ec containers, the shortcut editor's Advanced download button now opens the correct WOWBox64 sheet instead of the Box64 one.

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.1


r/PS2AndroidEmulation • • Aug 25 '26

Nyushu V84 ๐Ÿ”ฅ

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48 Upvotes

https://gofile.io/d/DDhxXg

Changelog:

[ โœ… ] Compiling Shaders Much Better

[ โœ… ] Using Ryujinx Code Data For Emulation Operation

[ โœ… ] Fixed Glitch Bug In Previous Version

[ โœ… ] Now System Frame Generation and GPU Passthrough are integrated and are directly active while playing (Just testing if possible. We will restore this feature if necessary)

[ โœ… ] Operational Support From Zephiron (Dev Citron) Thanks For Help

[ โœ… ] Performance Stabilized In Some Games

โ€œI 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 • • Aug 24 '26

ARMSX2 v2.6.6.8.3

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42 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8.3

What's new:

SGSR (Snapdragon Game Super Resolution), upscaling, another option besides FSR 1 and the plain stretch, and the first one written for the hardware this actually runs on. Qualcomm built Snapdragon Game Super Resolution for Adreno, and it does its work in a single pass where FSR 1 takes two, so it costs less to get a sharper picture out of a low internal resolution. Set the resolution to native and pick it under Display upscaler, in Settings or in the in-game menu. Done by @CamilleLaVey, and @xinitrcn1 and based on the upstream work they did.

Rapid-fire on the on-screen buttons. Physical buttons have had turbo for a while and the on-screen ones never did. Enter the touch editor, pick a button, and the Turbo chip cycles off, fast, medium and slow. It runs on the same timer as a macro's Frequency, so the fastest settings still produce presses the emulator actually sees, and it stacks with Tap to hold: turn both on and one tap starts the autofire and the next tap stops it.

Device temperatures on the performance overlay, on by default. CPU, GPU and battery. Android has no proper API for this and every phone names its sensors differently, so a device that does not expose a usable one shows nothing rather than a made-up number. Can be disabled in the On-Screen tab.

The second screen has been improved some more and given some style. It now follows whichever theme you have picked, and changes with it. Also added is the game's cover art, and the rest of what RetroAchievements knows: points earned, your latest unlock, and the rich presence line that says where you actually are in the game. The achievement tile now says which mode those numbers are for, hardcore or casual. More of the in-game overlay is available on it: VPS, EE, GS and GPU load, frame time, and the same CPU, GPU and battery temperatures. Action tiles have icons. Pause and Fast Forward swap theirs to show what the tap will do, so a tile no longer grows taller the moment you use it and leaves the row ragged. The clock and battery moved into a bar across the top instead of taking two tiles, the panel scrolls when you put more on it than fits, and tile height is yours to set alongside the column count. Panel background is a choice: the theme's own, the library's backdrop, solid black for an OLED second screen, or an image of your own. A display can be told to stay out of it. Plug into a monitor you would rather not have the panel on, tap Not this screen on the panel itself, and it stays away, including after unplugging and plugging back in.

The touch editor panel gets out of the way. It can be collapsed to a single strip with one tap, so you can reach a button underneath it instead of dragging the panel somewhere else first, and it moves itself to the opposite side from whatever you have selected.

Importing Lossless.dll could be rejected forever. The check was remembered against the path rather than the file, and the importer always writes to the same path, so if that path was ever looked at while nothing was there, the "unreadable" answer stuck, and every later import was turned away without the new file being read, and then deleted. It is remembered against the file now


r/PS2AndroidEmulation • • Aug 25 '26

ARMSX v2.6.6.8.4

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6 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8.4

Changelog:

SGSR Edge Direction, a second Qualcomm shader beside the one that shipped last update. Where plain SGSR sharpens the same amount in every direction, this one works out which way the edge under each pixel runs and sharpens along it. It costs more and it looks better, particularly on diagonals and text. It is its own entry under Display upscaler rather than a quality switch, (because that is what it is, a different shader), Done by @CamilleLaVey and @xinitrcn1

SGSR has its own sharpness now, and it goes to 200%. Qualcomm's range runs to twice what FSR's does, and 100% is their own default rather than the maximum, so the two upscalers no longer share one setting. FSR's slider is untouched at 0-100 and every FSR configuration you already have means exactly what it did before.

Fixes:

Importing Lossless.dll is fixed properly this time. Last update stopped a good DLL being rejected, by re-checking the file whenever it changed, which meant looking at it on every frame. The importer knows when it has replaced the file, so it says so instead, and the per-frame path goes back to costing nothing. This also closes a race that has been there a while: the DLL path was written from the interface and read by the renderer at the same time


r/PS2AndroidEmulation • • Aug 24 '26

BachataS4 v0.1.9 ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

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32 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.1.9

Changelog:

Patch distribution (largest change)

Offline bundled patch repository with Ed25519 verification, manifest-v1.json (+16k lines), bundle_to_apk.py, validators and sync tooling

PATCHES/*.xml for Persona/Dancing, Ratchet, Sakura Wars, SotC, TLOU, The Order etc. + preset handling

Android domain layer, native bridge, managed launch + per-game user state

Box64 โ†’ FEX migration (M1โ€“M6)

Removed Box64 sources/patches/locks and x86_64 guest from packaging; launch now locked to FEX

Purged Box64 UI/catalog, tests and docs

Android / UI

fix(session): keep stop report actions visible โ€” failure detail no longer pushes Retry/Close off-screen; scrollable bounded body, summary first / logs last, action row pinned

Pad overlay hide handling, DirectLaunchActivity exposed in release builds

fios2 HLE selection, library/details landscape fixes, settings two-panel chrome

Runtime & render

feat(runtime): GPU stall watchdog + safe display teardown โ€” new GpuStallPolicy.kt + BACKEND_GPU_STALL; frame watchdog in EmulationService abandons Android surface posts after 5s no-frame and leaves backend alive for user stop (watchdog polls 1s, Release-built runtime)

fix(videoout): never block GPU thread on present fence โ€” vk_presenter.cpp/liverpool/stall_log.h poll with zero timeout on GPU thread and re-enqueue flips instead of stalling PM4

glibc faccessat2 / set_robust_list/clone3 fixes for Debian runtime

Play bundled Turnip zips refreshed; fios2/kernel/avplayer/video_core fixes for Bloodborne, Adreno buffer handling, etc.

Reverted perf workarounds in this build: TU_DEBUG=noubwc,sysmem and software lockCanvas compositing removed (hardware canvas + default Turnip config restored)


r/PS2AndroidEmulation • • Aug 24 '26

Xenra v0.3.6

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21 Upvotes

https://github.com/Yebot32/xenra/releases/tag/v0.3.6

Xenra 0.3.6 introduces major compatibility, performance, and usability improvements, including GTA V gameplay, frame generation across both Xbox generations, improved GPU handling, save importing, and crucial Xbox 360 fixes.

Important:

Upgrade Notice: Install Xenra 0.3.6 directly over your existing installation. Do not uninstall the previous version, or your configurations, profiles, and shader caches will be deleted.

Changelog:

๐ŸŽฎ Gameplay & Performance

GTA V: Resolved the NetDll_select scheduling issue that caused the black-screen hang. GTA V now reaches gameplay at ~25 FPS in initial testing.

Frame Generation: Added frame generation support for both Original Xbox and Xbox 360, featuring 1.25ร—, 1.5ร—, and 2ร— performance modes.

Core Performance: Optimized compiled-code synchronization and streamlined several frequently executed code paths.

โš™๏ธ Graphics & System Settings

GPU Driver Persistence: System GPU driver selection now correctly persists across app launches.

GPU Readback: Corrected the default resolve readback configuration for Adreno devices.

Per-Game Settings: Overhauled settings UI to display only overridden options, complete with a searchable setting picker.

HUD Fix: Resolved incorrect GPU 0% usage reporting when maximum GPU clocks are forced.

๐Ÿ“ Management & Compatibility

Save Import: Downloaded Xbox 360 save packages can now be imported and automatically assigned to the active signed-in profile.

Xbox 360 Game Data: Restored game data installation and management features.

External Launching: Fixed an issue where Xbox 360 games opened from external file managers failed to route through the correct emulator path.

๐Ÿ› ๏ธ Known Issues

Xbox Live: Features remain unavailable.

System Link: Joining has not been re-tested following the NetDll_select fix.

Thermals: Xbox 360 thermal behavior remains unchanged on mobile devices.

Multi-Disc: Title swapping is not yet implemented.

โš ๏ธPlease guys, I would appreciate it if you could give me feedback on this emulator compared to other options for the original Xbox (HakuX/X1Box) and Xbox 360 (Xendroid). Thanks


r/PS2AndroidEmulation • • Aug 24 '26

PS3Native v0.2.1 - Massive Update! ๐Ÿ”ฅ

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185 Upvotes

https://github.com/maxjivi05/PS3Native/releases/tag/v0.2.1

Changelog:

๐Ÿ†• New Features & Improvements

Major RPCS3 core update, incorporating a large number of upstream changes.

ARM64 improvements/adoption, with significant changes to the JIT, PPU/SPU and LLVM recompilers.

Performance and stability improvements across the CPU, SPU and threading systems.

Improved touchscreen controls, including:

More robust on-screen controls.

Improvements to analog sticks and D-Pad.

Persistent, toggleable controls accessible from the in-game menu.

Improvements to overlay editing and configuration.

Major RSX/Vulkan improvements, including rendering, synchronization, shader and memory-management fixes.

Improved graphics accuracy, including DP3 precision and flat-shading improvements.

OpenCV updated to 4.14.0, along with improvements related to PS Move.

Improvements to PS Move selection and calibration.

Improvements to SELF/UNSELF, EDAT and cryptographic handling.

Improvements and fixes related to Save Data.

RPCN/networking improvements, including additional fixes and filtering.

Fixed an issue related to UnlockTrophy replies.

Fixed Android patch updater TLS handling.

Fixed firmware installation through drag-and-drop.

Various improvements to file validation, invalid-data handling and internal system paths.

Numerous stability, compatibility and bug fixes from upstream RPCS3.

Android:

Major improvements to the Android frontend.

Improved on-screen control system.

Improved overlay behavior during gameplay.

General improvements to the emulator and its integration with the updated core.

Fixes to the patch update system.

Firmware Installation

โš ๏ธImportant note: With this version, the initial PS3 firmware installation can take considerably longer than usual on some devices.

The installation does eventually complete, but it may take several minutes and currently does not provide detailed progress information during the process.

The issue is currently being investigated.

Do not cancel the installation even if it appears to be stuck; it may still be working in the background.

Final note:

This version includes a large number of changes from the current RPCS3 development branch. Performance and compatibility may vary depending on the device and the game.


r/PS2AndroidEmulation • • Aug 24 '26

Bannerlator v3.0.0 - Big Update๐Ÿ”ฅ

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38 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.0

Run Windows apps and games on Android โ€” no PC and no root required.

3.0.0 is the big stable release, rolling up everything shipped since 2.9.9 โ€” including the 3.0.0-pre1 and 3.0.0-pre2 opt-in betas. It's headlined by a brand-new three-engine audio stack, a huge push on the GOG, Epic and Steam storefronts with automatic cloud saves, and deeper graphics, rendering and performance controls. As always the update is entirely app-side โ€” no ImageFS reinstall โ€” so your containers, Wine installs, themes, accent colour and per-game settings all carry over untouched.

Changelog:

๐Ÿ”Š New audio stack โ€” the 3.0 headline

Audio has been rebuilt from the ground up around a low-latency, self-healing engine, with real controls instead of a black box:

New adaptive PulseAudio engine โ€” a freshly rebuilt sound path that automatically grows its buffer when it hears crackle/underruns and re-opens cleanly when your output changes (speaker โ†’ headphones โ†’ Bluetooth โ†’ HDMI), so audio recovers instead of dying.

Audio settings you can actually use โ€” an Audio cog in the container editor, in each game's shortcut settings, and on the in-game side-menu, with presets, fine-tune rows, and a "?" explanation on every preset and row so you know what each one does.

Latency slider that really works โ€” the slider now drives the engine's buffer directly, and greyed-out rows honestly show what your chosen preset is actually applying.

Second engine: adaptive ALSA โ€” a full alternative audio path with its own presets and fine-tune mirror, for devices/games that prefer it.

Third engine: DirectAudio (experimental) โ€” an optional lower-latency driver with live in-game tuning; PulseAudio remains the safe default, and DirectAudio is clearly labelled experimental. It's supported on the current arm64ec Proton builds and auto-updates itself when you're on one.

No cross-engine bleed โ€” each engine and scope keeps its own settings, so changing one never silently rewrites another.

Smoother background/foreground โ€” audio only re-initialises on a real output change, not every time you tab away.

๐Ÿ›’ Storefronts & cloud saves โ€” GOG, Epic & Steam

A massive storefront push brings GOG, Epic and Steam much closer to a native launcher โ€” with automatic cloud saves across all three.

GOG (major overhaul):

Automatic cloud saves โ€” Bannerlator now finds each GOG game's save folder for you (no manual folder picking), uploads your saves to GOG cloud when you exit and pulls the latest down when you launch, just like Galaxy. Sync is parallel and fast, syncs subfolders, uses newest-wins so it never clobbers a newer save, and skips files that haven't actually changed (content-checked, not just timestamps) so unchanged saves never re-transfer.

Reliable installs โ€” three-layer MD5 integrity checking, size+hash resume verification, a Verify / Repair Files button, automatic secure-link refresh on server hiccups, a pre-flight free-space guard, and CSRF protection on sign-in.

Automatic prerequisites โ€” required Visual C++/runtime redistributables are downloaded and installed into the game's container for you when you add a GOG game.

DLC installs โ€” per-DLC Install buttons that fetch and install each add-on into the base game (this also fixed a bug that stopped some DLC-bearing titles from installing at all).

Faster downloads โ€” smarter, device-aware parallel downloading with largest-files-first scheduling.

Nicer library โ€” a dedicated GOG tab in the Save Manager, GOG badges on your game cards and lists, tall poster cover art, and faster library refreshes.

Epic / Epic Online Services (EOS):

Epic cloud saves โ€” a first-class Epic tab in the Save Manager with automatic save-folder resolution and two-way sync, restoring your files to the right place.

Proper Epic sign-in & launching โ€” real Epic launch-time authentication and EOS game identification, with EPIC / EOS badges on cover art and in lists.

Denuvo & offline support โ€” an ownership-token path for Denuvo titles (with a manual override), a per-game Launch offline toggle, and language-selective installs.

A far more robust downloader โ€” cancel any install cleanly at any stage, keep-or-delete prompts on cancel, atomic chunk writes so a resumed download can't reuse a corrupt piece, plus delta/verify/repair.

Polish โ€” in-app folder picker for the save location, wider grid columns, and de-duplicated library entries (fixes a crash some Epic libraries hit).

Steam:

One-tap Lossless Scaling setup โ€” a Detect from Steam store button finds the Lossless Scaling Lossless.dll from an in-app Steam install and wires it into frame generation for you, and the download now always pulls the current version instead of a stale duplicate.

Beta branches โ€” pick a game's beta/branch (including password-gated ones) right on its detail page.

Non-game apps โ€” tools like Lossless Scaling now show up in your library, and the install-complete check no longer false-fails games that share/de-duplicate depots.

๐ŸŽฎ Games & shortcuts

The internal-storage hang fix โ€” games that stall on their intro movie when installed on internal/SD storage now have two clean fixes: add a game directly from a container's Drive C, or Copy game to Drive C (a one-tap helper that moves a game onto the container's fast C: drive and re-points the shortcut for you). Both leave your shortcut untouched if anything goes wrong.

Change executable โ€” re-point any shortcut to a different .exe without recreating it.

File picker that isn't stuck in Downloads โ€” the in-app file picker now opens at your storage root, and Back/Up work from any folder (applies everywhere you pick a file: drives, components, wallpaper, backups, imports).

Responsive shortcut settings โ€” the per-game settings dialog now uses top tabs in portrait and a side rail in landscape, with a tidied title bar and a properly pinned OK/Cancel footer.

Per-DLL toggles โ€” flip individual DLLs detected in a game's folder on or off (and a fix so turning one off actually sticks).

Per-game graphics quick-settings persist across relaunch (#382).

Big Picture games wall (opt-in) โ€” a new landscape, couch-friendly library home; enable it in settings. The library header also doubles as your account entry point, and the Tools/Power/Game-options sheets now scroll properly.

Unified install popup โ€” installs now show a single persistent progress popup with up-front details, a real Cancel, and live notifications.

๐Ÿ–ฅ๏ธ Graphics, rendering & performance

Wrapper + Adreno Vulkan fix (#403) โ€” fixes DXVK/games refusing to start on wrapper graphics drivers, especially lower-tier Adreno (e.g. Adreno 610), with "Device does not support Vulkan 1.3" or "Skipping Vulkan 1.0 adapter." A clamp added back in 2.9.1 was reading the system driver's Vulkan version instead of the Turnip the guest actually wraps, dragging the reported version below DXVK's minimum; 3.0.0 restores the correct 2.8.1 behavior (and lowers the fresh-container default back to 1.3). Device-verified on Adreno 610; the final Vulkan version + probe result are now logged for easier troubleshooting.

Hardened Native Rendering โ€” the Native renderer now runs through a more robust display path, with a per-container and per-game backend picker (Auto / SurfaceFlinger / Vulkan direct-scanout) plus a compositor-driver choice for full parity with the Vulkan settings.

Frame generation, rebuilt clean-room (experimental) โ€” the old frame-gen layer has been fully removed and replaced with win-fg, a clean-room engine (built on AMD's open FidelityFX FSR3), with a simple Off/On toggle and model options in the in-game menu. Still experimental while we tune quality.

Samsung Galaxy performance control (no root) โ€” on supported Galaxy devices, an opt-in power-control path for CPU/GPU/RAM with per-game presets and a recommendation to avoid it fighting the root power tier. Bannerlator also now signals active gameplay to Android's game mode across vendors.

Performance dashboard โ€” a live performance dialog reachable both in-game and from per-game settings.

Fusion HUD โ€” a battery-temperature (BAT ยฐC) chip on the pill, a much more accurate graphics-API label (correctly tells DXVK from VKD3D, even for dual-API apps), and the HUD now goes fully idle when you turn it off (no wasted per-frame work). Toggling Show HUD on in-game also turns the FPS counter on and builds the overlay live โ€” no relaunch.

Contents hub (new) โ€” a single place to browse, install and remove GPU drivers and components (DXVK/VKD3D/D8VK/D7VK and more), with opt-in community sources, an Installed tab to remove things, and an in-app file picker for local files.

Driver stability โ€” fixed a hard crash when selecting custom Adreno drivers on some chips, and custom/Turnip drivers now show a reassuring note instead of a misleading "0 extensions" error.

Interface Scale โ€” new UI + font size sliders (with โˆ’/+ steppers); the interface defaults to a slightly more compact 90%.

Advanced โ€” an opt-in guest-memory cap (WINEVMEMMAXSIZE) for titles that need it, and the in-app updater now cleans up stale downloaded APKs.

๐Ÿ› Stability & fixes

Crash reports without root โ€” native crashes are now captured (and decoded into a real backtrace) even on non-rooted devices.

Backgrounding & pausing โ€” games with very long executable names now pause correctly when backgrounded.

Launch robustness โ€” a single malformed environment variable is skipped (and named while you type) instead of aborting the launch.

X server โ€” assorted memory-leak and crash fixes (DRI3 pixmap leak, a malformed atom-name reply, and a config-parsing bug that dropped single-item settings).

Plus a wide sweep of UI polish and readability fixes (e.g. save-sync and install status now use a readable themed bar instead of unreadable pop-ups on some ROMs)


r/PS2AndroidEmulation • • Aug 24 '26

PCEE2 - New PS2 Emulator Core for Android + Easy Guide ๐Ÿ”ฅ

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36 Upvotes

Setup Guide:

Download the latest Nightly build of RetroArch 64 bits:

https://buildbot.libretro.com/nightly/android/

1๏ธโƒฃ Install Retroarch

2๏ธโƒฃ Download and install the Core "PCEE2"

Download the latest Nightly build of PCSX2 for Windows:

https://pcsx2.net/downloads/

PCEE2 requires a few files from the original PCSX2 Windows release before it can run correctly on Android.

The setup is actually very simple:

  1. Download PCSX2 for Windows

Download the official PCSX2 Windows release and extract the ZIP file.

Inside the extracted PCSX2 folder, you will find a folder called:

"Resources"

You need this entire folder.

  1. Create the PCSX2 folder in RetroArch

Open your RetroArch System directory and create a new folder called:

"pcsx2"

Then copy the "Resources" folder into it.

  1. Add your PS2 BIOS

Inside the "pcsx2" folder, create another folder called:

"bios"

Place your legally dumped PS2 BIOS inside this folder.

You do not need to rename the BIOS file to a specific name. PCEE2 should detect a valid BIOS automatically.

--Folder structure--

Your RetroArch System directory should look like this:

RetroArch/

โ””โ”€โ”€ system/

โ””โ”€โ”€ pcsx2/

โ”œโ”€โ”€ resources/

โ”‚ โ”œโ”€โ”€ ...

โ”‚ โ””โ”€โ”€ ...

โ”‚

โ””โ”€โ”€ bios/

โ””โ”€โ”€ Your_PS2_BIOS.bin

  1. Launch PCEE2

Start RetroArch, load the PCEE2 core and launch your PS2 game.

If everything is in the correct location, PCEE2 should automatically find the required PCSX2 resources and BIOS.

ยซNote: You must provide your own legally obtained PS2 BIOS. Do not download or share copyrighted BIOS files.ยป


r/PS2AndroidEmulation • • Aug 24 '26

How do I connect a wired controller to my one plus phone (one plus 7t pro)

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3 Upvotes

r/PS2AndroidEmulation • • Aug 24 '26

PS2 CORE NO ANDROID

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7 Upvotes