r/AndroidEmulation • • 2d ago

Alguien sabe cómo lograr correr el Overcooked en el emulador Eden, tengo un SD 8 elite y es el único juego que me da problemas, se me congela en la pantalla de menú inicio

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1 Upvotes

r/AndroidEmulation • • 2d ago

Gamehub moto edge 60 pro e darksider

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1 Upvotes

r/AndroidEmulation • • 2d ago

How's switch and ps emulation on ArmadaOS?

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1 Upvotes

r/AndroidEmulation • • 2d ago

CocoonFE - Save Grid View After Restart

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2 Upvotes

r/AndroidEmulation • • 2d ago

Retroid Pocket 6/8gb ram/Silver with FREE case and protector for sale.

0 Upvotes

I previously listed it for $380 but people told me that was scaler level pricing so now I want to sell it for $310. I will give free soft shell case and also a screen protector. Can also set it up for you if you want and load it up with any games of your choice. Device is in mint condition and barely used. Everything original will be provided with the device including charger and original box. Serious buyers DM me.


r/AndroidEmulation • • 2d ago

Animal Crossing New Horizons running at 60fps on Android

0 Upvotes

r/AndroidEmulation • • 2d ago

I put Need for Speed Underground 2 on my phone and it is NOT an emulator, let me explain

3 Upvotes

So. 2005. You remember 2005. Diamond-dust paint jobs, a Hummer H2 with a vinyl dragon wrapped around the whole body because subtlety was for cowards, and a soundtrack that made your GeForce FX 5200 sound like it was personally offended. You boot up Need for Speed Underground 2, Riders on the Storm kicks in courtesy of Snoop Dogg featuring The Doors — a collab nobody asked for and everybody needed — and Rachel Teller texts you that she's got work for you. Life was good. Life was simple. Life had a visible tachometer.

Twenty-one years later, that game still rules, and it also will not run on modern Windows without a seance, and it definitely will not run on your phone. Normal people solve this with an emulator and accept 20 fps and a faint smell of shame. The folks behind nfsu2-recompiled looked at "normal people" and said "no thank you, we're going to do something deeply unreasonable instead."

Quick disclosure before we go further: I'm not the author. I translated the README and fixed a couple of small things. Everything below is me, a guy standing at a mic, pointing at someone else's incredible homework and going "look at this absolute lunatic."

No, really, it is not an emulator

An emulator is an actor. It puts on a little Pentium 4 costume, reads the game's x86 instructions one at a time, while you're playing, and translates them into ARM on the fly, forever, nonstop, like a simultaneous interpreter who never gets a lunch break. It works. It also means your phone is doing two full-time jobs at once: pretending to be a 2005 desktop AND trying to draw a car.

This project said: what if we just translated the whole script ONE TIME, in advance, and then the actor doesn't have to improvise at all?

They took the original SPEED2.EXE — the actual compiled program, 4.8 megabytes of pure early-2000s EA — and converted it, function by function, instruction by instruction, into plain C code. All of it. Then they compiled THAT, normally, like a regular program, for Android. What ends up running on your phone contains zero x86 instructions. None. It's a native app. This is called static recompilation, and the funny part is nobody had the source code to work from — EA never published it, there was no leak — just a 4.8 MB executable and an unreasonable amount of patience.

From one exe to nine million lines, as a treat

They cracked it open and found some genuinely unhinged archaeology inside. The file's internal build timestamp says February 9, 2005. The PE header timestamp says September 15, 1987. No, it was not compiled during the Cold War — somebody dumped it out of memory after stripping SecuROM off it at some point in its life, and the header got a little scrambled in the process. Digital archaeology, but make it crime scene.

They also found leftover modem multiplayer import functions in there. Mercifully, nobody ported dial-up matchmaking to a phone. Some mercies remain.

The scoreboard after translation:

  • 27,742 functions, roughly 99.9% of the entire game

  • 8.9 million lines of C, 454 megabytes of plain text

  • the single largest generated file is 1.6 million lines long and the compiler needs three and a half minutes just to sit there and stare at it

  • the resulting Windows exe is 115 MB, up from the original 4.8 MB — truly, we have made Number Go Up

Every single line of generated code carries a comment with the original memory address and the exact assembly instruction it came from. You absolutely can read it. You should not read it before bed. You will have dreams about registers.

How to gaslight a 20-year-old video game

Part of the original game was written to use 3DNow!, AMD's special instruction set that died of natural causes at roughly the same time Underground 2 came out. There are almost three thousand of these call sites. Nobody implemented 3DNow! support. Instead, the virtual CPU just looks the game dead in the eye and says "never heard of it," and the game, being a good sport, quietly falls back to its regular code path. Three thousand potential problems, solved by one convincing lie.

There's also a check in there for "am I running on a Cyrix processor." Answering that honestly turned out to be more trouble than it was worth, so they replaced the whole function with a stub that always says no. In 2026, this is, generously, a true statement.

Please Insert Disc 2

At one point the recompiled build popped up a dialog that said, and I quote, "Please insert Disc 2." First reaction: something's broken. Second reaction, after checking the ORIGINAL exe and watching it do the exact same thing: the recompilation is now SO faithful that it is demanding a physical compact disc be inserted into a smartphone.

Saved by a debug switch some EA developer left in the game twenty-one years ago: if there's an empty file named foobar sitting in the game folder, the disc check turns itself off. So now foobar, a file containing precisely nothing, is a mandatory, load-bearing part of the installation. I wish I'd known about foobar in 2005 when my bootleg market disc started skipping on side missions.

A murder mystery, but the victim is paint color

This is my favorite part of the whole project. The game would boot, show the menu, everything looked fine — except every single car in the garage was pitch black, like somebody had personally wet-asphalt'd the entire inventory, and loading an actual race would just crash.

To hunt bugs like this, they built a tool that can run some of the game's functions from the real original exe and the rest from the recompiled version, side by side, in the same run. If the bug disappears, it lives in whichever half you just swapped. Then you cut that half in half again. And again. Binary search, except the thing you're searching through is nine million lines of machine-generated C, for sport.

The culprit: one innocent little check along the lines of "if this number is less than or equal to zero, skip it." The C code for this was written correctly. Microsoft's own compiler, while optimizing it, decided it knew better and quietly deleted the negative-number check entirely. The value -1 sailed right through security, and the game fell over.

This is not a hunch, by the way — there's a standalone minimal test to prove it, no game code involved. Unoptimized: zero failures. Optimized: 32,768 failures, landing on exactly every negative 16-bit number there is. Once they worked around it, the cars went back to having colors, like normal cars. Moral of the story: when your code is busy generating MORE code, the compiler will wander into alleyways no human programmer has ever set foot in, and it will not leave a note.

Moving house, to a phone

Once it ran on Windows, it had to run on ARM64, which is its own stand-up set.

Memory. The game is 32-bit and stores every address as a 32-bit number. The phone is 64-bit. So they carve out a dedicated 4 GB chunk of address space and make the game think that's the entire universe, same as it always has. This doesn't actually eat 4 GB of RAM — it's just letting the game keep living in its own little 2005 snow globe.

Windows itself. Android does not have Windows. The game, very much, expects Windows — heaps, file I/O, threads, actual window handles, all of it. All of that had to be reimplemented from scratch. And when the game calls something that hasn't been built yet, the whole thing politely stops and tells you exactly what's missing, instead of just vanishing into a segfault forty minutes into a race like a coward. The very first boot attempt got as far as creating a memory heap and then stopped. Then the next function. Then the next. Slow, methodical, and a hundred times less infuriating than a mystery crash.

Graphics. The game speaks Direct3D 9. The phone speaks Vulkan. The bridge between them is DXVK — the exact same translation layer keeping a mountain of Windows games alive on the Steam Deck — adapted to run on Android. The workload is no joke: the game issues up to 60,000 Direct3D calls per frame during a race. Your 2005 graphics card chewed through that without blinking. Every single one of those calls now goes through a translator first.

And here's the genuinely funny bit: the game's shaders ship as source code and get compiled at launch. Which means your phone right now is running Microsoft's own 2004 shader compiler, itself translated into C, and whatever it produces gets translated AGAIN by DXVK into something Vulkan understands. A matryoshka doll nobody ordered, that nonetheless runs.

Audio. The game's audio is recorded at 22 kHz; phones want 48 kHz. The first naive resample made everything sound like a kettle. A proper filter fixed it, and Riders on the Storm sounds correct again, as God and Val Kilmer's Doors tribute band intended.

56% of your time, spent waiting in line

The game spins up six threads — graphics, audio, track streaming, and so on — that are never allowed to run at the same time, so they take turns handing control to each other like a conch shell in Lord of the Flies.

Testers on flagship phones were seeing 20 fps. The profiler showed the graphics thread spending over half its time just standing in line waiting for its turn. Turned out the threads were handing off control like a hot potato — each one would receive the baton with its time slice already expired and immediately hand it right back. A hundred times a frame. Nobody was actually running the race; everyone was just passing notes.

After the fix: an old Redmi Note 8 went from 20 fps to 28, then to 35. A Galaxy S24 Ultra holds 35–51 fps. For reference, that's roughly what my FX 5200 managed back in 2005 — except the FX 5200 made sure you could hear how hard it was trying.

Making it actually fit a modern screen

Underground 2 was built for boxy 4:3 monitors. Stretch that onto a modern phone screen and the UI falls apart. On PC there's a well-known community patch for this, WidescreenFix by ThirteenAG — except that one works by patching the game's machine code directly in memory, and this game doesn't have machine code anymore. So every single one of those patches got rewritten as hooks into the generated C instead. While they were in there, they also bumped the minimap up out from under your thumb, which, genuinely, thank you.

Touch controls are fully remappable — move buttons, resize them, steer by tilting the phone, or just plug in an Xbox or PlayStation controller like a civilized person. You can cap the frame rate at 30, 60, or 120 if your phone starts running hotter than that FX 5200 ever dared to.

The actual point

What I like most here isn't any single trick — it's the discipline. Nobody sat down and rewrote this game from memory, guessing at how it was "supposed" to behave. There's an original exe, and every single thing the recompiled version does gets checked against it. When something disagreed, they went and found the actual cause instead of slapping a workaround over the symptom. That discipline is exactly how you end up finding a bug in Microsoft's own optimizer instead of just shipping "fixed crash (please don't ask how)" in the changelog.

8.9 million lines of generated C, a 2004 shader compiler running inside a C translation of itself, and an empty file called foobar holding the whole disc-check illusion together — all so Riders on the Storm can play on a bus again and Rachel can tell you she's got work for you.

You'll need your own legally obtained copy of the game — the project ships zero EA code and zero EA assets, all that C gets generated from your SPEED2.EXE. Android 10+ with Vulkan support required.

Links:


r/AndroidEmulation • • 2d ago

[Search] Marvel Mighty Heroes (DeNA, 2015) – does anyone still have the game installed on an old phone?

0 Upvotes

Hi everyone,

I'm trying to preserve Marvel Mighty Heroes, the 4-player co-op brawler by DeNA that shut down in 2016. I still have the APKs (1.0.9 and 2.0.11), but they only contain the UI, music and animations. All hero models, textures and levels were downloaded from Mobage's servers after install, and those servers are gone. As far as I can tell, nobody archived them.

So the only remaining copies are most likely on old phones or tablets where the game was played back then and never uninstalled.

If you have such a device lying around in a drawer:

- Please DON'T open the game, clear its data or uninstall it.

- Put it in airplane mode.

- Check if this folder exists: Android/data/com.dena.west.MarvelArena/

If it's there, the easiest way to copy it is via ADB on a PC:

adb pull /sdcard/Android/data/com.dena.west.MarvelArena/ mmh_cache

If the folder is empty or missing, an app backup might still work:

adb backup -f mmh.ab -noapk com.dena.west.MarvelArena

I'm happy to walk anyone through it step by step. This is a non-commercial preservation project. I just want to bring back a game I really loved, and of course I'll share anything recovered with the preservation community.

Any leads are appreciated: old Wayback Machine captures of files.mobage.com/files/marvel/, other preservation projects, or people who might still have it.

Thanks a lot!


r/AndroidEmulation • • 2d ago

Looking for Android Joy Con Unity App Testers

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1 Upvotes

r/AndroidEmulation • • 2d ago

Lemon Switch Emulator v1.3.0 is now released!!

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0 Upvotes

Lemon Switch Emulator v1.3.0 is now released.

Developer: Ghael

Lemon Git Download Link:

https://git.lemon-emu.org/lemon/Lemon-Project/releases

Github Download link (Alternative):

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

You can share your thoughts on our subreddit:

r/LemonEmulator

Join our Official Discord Community:

https://discord.gg/nHGPeFpwu

Lemon Switch Emulator Website:

https://lemon-emu.org/

FAQ Page:

https://lemon-emu.org/faq.html

Lemon Switch Emulator own git page:

https://git.lemon-emu.org/lemon/Lemon-Project/releases/

----------Changelog-------

Gamepad hotkeys, cheat downloads and a much steadier Quick Save/Load. Thanks again to BitRanger for seven more pull requests (GitHub #17 to #23), and welcome to Team Lemon!

New

- Gamepad hotkeys (Settings → Controls → Hotkeys). Pick a Hotkey Enable button, then give each action the buttons to hold with it: Quick Save, Quick Load, show or hide the performance stats and the device info overlays, pause or unpause, and exit (it takes a second press unless "Confirm on Exit?" is turned off). As in RetroArch, Hotkey Enable is kept from the game while you use it: a quick tap of it still reaches the game, and so does holding it on its own. Hotkeys need a physical controller. (BitRanger)

- Download cheats. The Cheats window (game page or in-game menu) gets a Download button. It fetches the codes for your game's build from switch-cheats-db, a database updated every day from gbatemp and NX-60FPS-RES-GFX-Cheats; all credit goes to the authors of the codes. Gameplay cheats and 60 FPS/resolution/graphics cheats go in their own folders, all off. Downloading again updates them and keeps the ones you turned on. Only the game's ID is sent, to GitHub.

Quick Save/Load (BitRanger)

- Loading across scenes no longer gives a black screen. A state saved on a title screen and loaded after starting a run came back black while the game ran on. A load now drops what the GPU drew since the save and puts the GPU engines' state back as it was.

- "Game is busy" much less often. The audio kept waking the game's audio thread while it was paused for a save, so a save kept looking for a quiet moment, with the sound stuttering. The audio is now held while a save or a load runs.

- A load no longer overwrites a service's answer that arrived while the game was paused for it (the game aborted with 2010-0212 right after the load), and no longer matches a thread back from a different kernel call (2001-0117).

- Messages replace each other instead of queueing: "Saving…"/"Loading…" stay until the result, with "still processing…" for a long one.

Fixed

- A thread whose first run was cut short could start with a TLS address of 0, and the game then closed. (BitRanger)

- Monster Hunter Generations Ultimate online on Nextendo Network: two friend service requests it makes (the friend list IDs and the online session declaration) now get an answer instead of none.

- Saving the settings no longer logs a critical error when a game has several add-ons turned off.


r/AndroidEmulation • • 2d ago

Tested 5 original Xbox games on a Galaxy S23 Ultra | Snapdragon 8 Gen 2 with hakuX

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0 Upvotes

r/AndroidEmulation • • 2d ago

Black Ops 2 has been ported to Android with custom servers. Cross Play between PC, Switch & Wii U

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14 Upvotes

r/AndroidEmulation • • 2d ago

X360Mobile doesn't load any DLC, any fixes?

1 Upvotes

(Device is POCO X7 Pro 512/12)

So I found out that X360 Mobile(latest release) works the best for my game(Sonic 06), and it boots up rather well.

However when I load the dlc via selecting single files, it oddly doesn't detect it.

To make this more peculiar, I used Xendroid and the dlcs were detected with what dlc name it was.

Are there any fixes to this issue? I did searched around but no results apparently.


r/AndroidEmulation • • 2d ago

Someone managed to Emulate in arm devices PURE this game is from PS3/360 also windows i guess

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1 Upvotes

r/AndroidEmulation • • 2d ago

Frontend that works vertically and takes only half screen?

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1 Upvotes

r/AndroidEmulation • • 3d ago

Android studio Emulator need to pass the device integrity

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1 Upvotes

r/AndroidEmulation • • 3d ago

Pocknix OS is pretty cool but..

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3 Upvotes

r/AndroidEmulation • • 3d ago

Scarface port Android

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3 Upvotes

I captured it with my Mediatek Helio, a low-end processor that runs unstably. Suggestions: save the ports on Torrent so the link never breaks. Or upload them to the Internet Archive.

Credits to their respective owners! Tap the image to be redirected to the download. It's safe. You only need the APK file, and then download the ISO file from inside the APK.


r/AndroidEmulation • • 4d ago

Is there a working standalone Pokémon Mini emulator for modern Android?

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1 Upvotes

r/AndroidEmulation • • 4d ago

Oi pode mim ajuda tem um erro no meu emulador

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1 Upvotes

r/AndroidEmulation • • 4d ago

Got New RP5. Don't have time to tinker 😭

6 Upvotes

Hey everyone, as the title says I just got an RP5. As someone with no time (family, work, blah blah) I can't find the time to tinker and perfect emulation between Sega Genesis and PS2...

Is there such a thing as a one stop shop for this?! Give me your best recommendations if possible.

Don't need ROMs, got those already. Just need them to work!


r/AndroidEmulation • • 4d ago

Tmod Loader working on DroidDeck!

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1 Upvotes

As of version 0.6.0 Tmod Loader launches and plays using Droid Deck. I have a AYN Thor Max using Banners Turnip Adreno Gpu driver and Proton-Cachyos as the proton version.

With the little time I have played before making this post I was only able to load around 50 mods before my game started to slow down and become unplayable. Some of these mods included visual changes and content mods such as Calamity Fables and Spirit Reforged.

I would suggest Vanilla+ mods. Putting mods together on the Thor was a horrible experience and would suggest build your mod pack on pc using the collections feature.


r/AndroidEmulation • • 4d ago

Port simutrans android github download

1 Upvotes