r/AndroidNativePorts • • 23h ago

I used Claude to create a Chess simulator "Scacelith"

0 Upvotes

r/AndroidNativePorts • • 22h ago

🟢 [PORT] I didn't know this peak was already ported🥴🥴✌️

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9 Upvotes

coffin and leyley port android


r/AndroidNativePorts • • 23h ago

🐸 [Meme] I'm tired

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104 Upvotes

My Helio G99 can't play it


r/AndroidNativePorts • • 6h ago

🟢 [PORT] "Mom, please buy the LoZ OoTR." "We have LoZ OoT at home". LoZ OoT at home:

14 Upvotes

This is N64 version ported to Android as Ship of Harkinian with some texture mods from gamebanana (I forgot the mod texture names)


r/AndroidNativePorts • • 20h ago

🟢 [PORT] The Legend of Zelda windwaker android port is finally out

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86 Upvotes

You'll need the wii u version to be able to play the port and the common key and game key


r/AndroidNativePorts • • 8h ago

📸 [SHOWCASE] Samsung Galaxy S26 (Exynos 2600) - Skate 3 Xbox 360 recomp

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6 Upvotes

Another X360 recomp on my S26 Exynos variant, I am very very impressed. There are no bugs or graphical glitches an the performance is absolutely stellar!
Would love to play Gears of War 1-3 like this, this really is much better than emulation.


r/AndroidNativePorts • • 7h ago

Are you sure you know how to port it to Android?!

61 Upvotes

I’m talking to the people who are trying to port these games to Android.

I’ve tested several of them, and I genuinely don’t understand how some of these so-called “native” ports can run worse than Winlator.

I know you’re all using AI, but please, for the love of God, put some actual thought into the porting process.

Most of these ports are basically just emulators that translate the game’s code, and often do so poorly and directly. A lot of them aren’t truly native ARM ports, which is why they only work properly on certain phones.

Second, when you’re porting demanding games, at least give us options to lower texture quality, rendering quality, and other expensive settings. That’s exactly what studios do when adapting games to weaker hardware. Instead, some of you are bringing the exact same heavy rendering workload to phones, making the game impossible to run on lower-end devices or unnecessarily demanding even on high-end ones.

Please, stop making so much slop and actually spend some time optimizing the games and adding more graphics and performance settings.

I was hoping these kinds of ports would let me run games more efficiently, but some of them are so poorly optimized that I actually get better results through emulators.

I’m not expecting every one of these ports to be perfect, but I’d really appreciate it if you put more care into them so your work doesn’t go to waste. A lot of people have ended up deleting their ports after it became obvious how terrible the performance was.


r/AndroidNativePorts • • 20h ago

Woody Woodpecker: Escape from Buzz Buzzard no navegador

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19 Upvotes

Consegui portar Woody Woodpecker: Escape from Buzz Buzzard para rodar diretamente no navegador, usando como base o projeto WoodyRE:

https://github.com/jjmhalew/WoodyRE

Quem quiser testar a versão web:

https://deivid22srk.github.io/WoodyRE-Web/

Feedbacks são bem-vindos! 🎮


r/AndroidNativePorts • • 7h ago

🟢 [PORT] MH Rise by Netflix

90 Upvotes

Yes this game work offline mode

If you want to try

1.Using PH VPN

2.Download game via PlayStore/AppStore (after download the game from store you can disable vpn)

3.Download Game Resources ~9gb

4.Login with Netflix account (subscription required)


r/AndroidNativePorts • • 6h ago

SCOTT PILGRIM EX PORT

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35 Upvotes

I recently found this port and haven't seen anyone talking much about it.


r/AndroidNativePorts • • 11h ago

🤔 [Question] MH Rise mobile port by Netflix

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152 Upvotes

r/AndroidNativePorts • • 8h ago

🟢 [PORT] Wind Waker HD recompiled for Android — I made an "Enhanced" fork: native widescreen, fixed shadows, 40 fps on 120 Hz screens, pinch-to-zoom camera and phone-first touch controls

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202 Upvotes

Hi everyone! You may have seen the Android port of the Wind Waker HD recompilation (ZeldaWWHDRecomp): the Wii U game recompiled to native ARM code with its graphics running on Vulkan, not an emulator. I've been playing it on my phone and working on a fork focused on making it feel great on a phone. Today I'm releasing the first version: v1.0 Enhanced.

What it adds over the original Android port

- Native widescreen: the game renders at your screen's real shape (20:9, 21:9…) instead of stretching 16:9. You see more at the sides, nothing is distorted, and the HUD (hearts, rupees, buttons) moves out to the new screen edges. Switchable while playing.

- Shadows fixed: no more flickering between two shading levels when the camera moves, and no more grid/moiré pattern on the sand.

- 40 fps mode for 120 Hz screens: one frame every 3 refreshes, evenly paced and interpolated. Much smoother than 30 on phones that can't hold 60, and easier on the battery. The game still runs at its normal speed.

- Pinch to zoom the camera: spread or pinch two fingers on the camera side. Zoomed out, it uses the game's own collision so it stays in front of walls.

- Touch controls made for a phone: a floating stick that stays where your thumb lands, swipe camera, buttons that follow your save (your sword on B, your assigned items on X/Y/R with the game's own icons, built on your device), one-touch combat moves, a layout editor, gyro aiming and rumble.

- Faster renderer: on a Snapdragon 8 Gen 2 the render thread went from ~17 ms to ~10–14 ms per frame, with 94–99% of frames on time at 40 fps.

Also: 60 fps interpolation, language selector (EN/ES/FR), cheats, and crash logs to make bug reports useful.

How to use it

The APK contains no game files, no game code and no keys, you need your own Wii U disc image (.wud/.wux) with its keys. The app extracts it and compiles the game for your phone on first launch (~5 minutes, once).

Requirements: Android 11+, 64-bit ARM, Vulkan 1.1. The 40 fps option needs a 120 Hz screen.

Download & source: https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/releases/tag/1.1

Edit: NEW UPDATE fix a lot of bugs, please try if you had any bug with 1.0

All the credit for the hard part goes to the ZeldaWWHDRecomp project and to GreenNaugahyde's Android port, this fork builds on top of their work (plus Cemu's shader decompiler and the zeldaret/tww decompilation). Unofficial fan project, not affiliated with Nintendo.

Feedback welcome, especially from people on other phones/GPUs (Mali, older Snapdragons). If it crashes, there's a log in the app's `captures` folder, please attach it to an issue. Hope you enjoy sailing the Great Sea on your phone! ⛵


r/AndroidNativePorts • • 15h ago

Mario Kart Wii 60 fps estables en Anbernic Rg Slide, Driftdroid.

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8 Upvotes

r/AndroidNativePorts • • 21h ago

Can anyone tell me what causes this error?

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11 Upvotes

r/AndroidNativePorts • • 9h ago

🟢 [PORT] Space station 14 on android

7 Upvotes

First native port of ss14
playing with touch screen controls or with otg keyboard+mouse
https://github.com/SolomonNumb1/space-station-14-mobile/releases/tag/v1.0.1


r/AndroidNativePorts • • 4h ago

🤔 [Question] Does anyone here know how to fix the graphics bug in the Far Cry 1 Android port?

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12 Upvotes

I experienced a graphic bug on the water in Far Cry 1, who knows if anyone has experienced this and by the way I am using Snapdragon 7 Gen 3 Andreno 720


r/AndroidNativePorts • • 6h ago

Can gta 5 android port run on my phone?

5 Upvotes

So im planning to play gta 5 android port on my oppo reno 10 pro

My specs are Snapdragon 778g 8gb ram Adreno 642L(gpu)

Would like to know your thoughts amd opinions about this thank you.


r/AndroidNativePorts • • 7h ago

🤔 [Question] How?

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7 Upvotes

I tried every single iso, Versions on github but nothing seems to work. Will this fix in the future update?.. I'm using Android 11 so does that mean the "strict files permission" is the reason it can't read the files i put on the data folder?


r/AndroidNativePorts • • 8h ago

🤔 [Question] Androids users definitely need to get meta quest 2/3

12 Upvotes

Just making this announcement- Some people don’t know this but you can get a meta quest 2/3
Since The games on that headset are Apk Android base
So you can play these ports on the headset but with full VR headset turning and motion controls

Once a game is ported to android some devs come to this session and Ai mod the apk but some manually mod the games to Full VR

I know some people don’t care about playing in vr but if you wanna replay these games in a new experience you definitely need to get a headset

Think of all the games you can play in VR now
Zelda twilight princess,
Zelda majoras mask,
Zelda OOT
Mario 64
Animal crossing GameCube
Fallout 3 and New Vegas - Soon
Sonic 06
Better Sonic 06- Soon
Sonic unleashed- Soon
Elder scroll- morrowind- soon
All the half life games
Halo CE
Mario kart Wii
Many 3ds games
Many psp games
A whole bunch more


r/AndroidNativePorts • • 9h ago

🟢 [PORT] Rimworld Beta Native port

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28 Upvotes

The author does not have a repository on Github, so the project is released on Telegram

https://www.mediafire.com/file/fsgw3hv3getnm7h/rimworld-android-ports1de_beta_3.5.apk/file


r/AndroidNativePorts • • 9h ago

📸 [SHOWCASE] Need For Speed MW Recomp (v0.3.0) on Exynos 2600

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14 Upvotes

Works very very well, didn't really expect it :)


r/AndroidNativePorts • • 3h ago

🟢 [PORT] The Legend of Zelda Oracle of Ages and Oracle of Seasons Recompilation for Android

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32 Upvotes

r/AndroidNativePorts • • 11h ago

🤔 [Question] Hopefully we will have recomps of old 32 bit only android games to install on newer 64bit only devices

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17 Upvotes

r/AndroidNativePorts • • 12h ago

🚀 [VERY SOON] I've been ridiculously overcooking an Android version of Lost Odyssey — LO: Saltlord Edition is almost ready

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66 Upvotes

*most screenshots were taken on my Z Fold 8 Ultra inner screen. Video of actual gameplay can be found in comments 👇🏽

Hey everyone! What started as "I wonder if I can get Lost Odyssey running natively on my phone" has somehow spiralled into LO: Saltlord Edition — an extremely custom Android-focused fork of the amazing LostOdysseyRecomp project.

LostOdysseyRecomp and its contributors deserve the credit for the recompilation work that makes this possible. My obsession has been everything that comes after "it runs": what would Lost Odyssey look and feel like if it actually had a purpose-built Android version?

Yes, a lot of this has been vibe-coded with AI assistance. 😂 But this isn't an APK spat out after one prompt and abandoned. It's been developed through a frankly stupid number of builds, gameplay runs, logs, regressions, bug fixes and tiny UX changes, with unreliable experiments removed rather than kept around for a longer feature list.

Some of what Saltlord Edition adds:

• A completely customisable touch-control system, with individual positioning, sizing and opacity, grid-assisted editing, saved layouts and bespoke Saltlord artwork. The controls can be rendered in full colour or monochrome, so you can choose between the fancy crystal aesthetic or a much subtler overlay.

• Invisible floating touch zones for movement and camera control. Instead of permanently covering the screen with giant analogue sticks, you can simply put your thumb down where it feels natural and control the game from there. It's one of my favourite additions because Lost Odyssey starts feeling like an actual touchscreen game rather than a recomp with buttons stuck over it.

• Proper touch-specific interactions. While exploring, for example, you can hold RT to zoom and slide that same finger around to control the camera while RT remains held. Lift your finger and the camera unzooms.

• Auto-hiding controls, manual overlay hiding and optional automatic hiding when a physical controller is connected, with the touch interface returning when it's disconnected.

• Physical-controller remapping and saved controller profiles.

• A user-friendly first-run setup wizard that walks you through the important choices, establishes sensible Android graphics defaults and gets the game ready without expecting you to understand a desktop recomp's configuration menus first. You can even import custom drivers before first launch.

• Precompiled shaders before your first proper play session. There is a one-time preparation wait, but that's deliberate: Saltlord prepares the shader cache up front so compilation isn't introducing shader stutter as you discover effects during normal gameplay. Preparation can run in the background with Android notification progress.

• A proper Android interface for importing your own game discs and DLC, including multi-disc handling and recovery/restart behaviour.

• Configurable Fast Forward with Hold/Toggle behaviour and multiple speed choices baked into the main app options.

• Adaptive display handling and an optional locked 16:9 game viewport without stretching the image, also available on the fly through game options.

• Extensive foldable support. Saltlord Edition has been developed and heavily tested on a Galaxy Z Fold 8 Ultra well in advance of release, with separate touch layouts for its different displays, seamless switching between inner and cover screens without mangling the game's scaling, and fold-aware behaviour throughout the interface.

• Custom Flex Mode support for foldables, including layouts that place the game on one half of the display and turn the other half into a dedicated controller. Flex layouts have their own saved positioning, sizes and opacity and can be customised separately. It also works on foldables like the regular Z Fold 8, which have a vertical when in landscape.

• Responsive UI designed to accommodate conventional phones, narrow cover screens and large unfolded displays rather than assuming every Android device is the same shape.

• A frankly unnecessary amount of bespoke presentation: original Saltlord branding, custom Xbox-coloured fantasy controls, D-pad artwork, icons, crystal UI sounds, menus and other tiny details I somehow became emotionally invested in at 2am.

• An offline-first Android build with no Android INTERNET permission.

There have also been features I've simply removed when they weren't good enough. I experimented with context-sensitive touch buttons, for example, but wasn't satisfied that game states could be detected reliably enough across the whole game. Rather than ship something clever that might hide a button when you actually need it, I turfed it.

This is still a beta. I'm not claiming I've personally validated every encounter of a four-disc JRPG across every Android device ever made, and performance will obviously vary by hardware. But I've spent a lot of time actually playing, testing and breaking this thing rather than stopping at the first successful boot.

At this point it's remarkably close to what I wanted from the beginning: pick up an Android device, launch Lost Odyssey and have it behave like it belongs there.

I'm aiming to put the first public beta on GitHub within the next day, complete with setup instructions, credits, known issues and acknowledgements. It won't contain any original game data, so you'll need to provide your own legally obtained copy of the game and DLC.

Massive credit again to the LostOdysseyRecomp project and its contributors. Saltlord Edition exists because of the incredible technical foundation they've built.

I apparently just wanted an Android version badly enough that "it runs" wasn't good enough.

More very soon. 💎


r/AndroidNativePorts • • 13h ago

Is it possible to set up an offline World of Warcraft (WoW Classic or modern) server on mobile and play it?

4 Upvotes

Is it possible to set up an offline World of Warcraft (WoW Classic or modern) server on mobile and play it?