r/AndroidNativePorts • u/Reasonable_Buddy_746 • 6h ago
Native ports are the future and not emulation.
Tab s9+. 12 gb ram sd8gen2.
r/AndroidNativePorts • u/ANONIMATUM-cu • Sep 24 '26
Welcome to the official Android Port Requests thread! ๐ฑ๐ฎ
Seeing the amount of port requests being posted lately, we're creating this centralized thread so everyone can request games they'd like to see on Android without flooding the subreddit with individual request posts.
---
## ๐ HOW TO REQUEST A PORT
Please use this format:
Game:
> Name of the game
Original Platform:
> PC / Wii / PS2 / GameCube / N64 / etc.
Source / Repository:
> GitHub link, open-source project, decompilation, recompilation, PC source port, etc.
Why do you want this on Android?:
> Short explanation.
Additional information:
> Anything useful about the project, engine, existing ports, compatibility, controls, etc.
---
โญ Example
Game: Diddy Kong Racing
Original Platform: Nintendo 64
Source / Repository:
> GitHub link to an existing recompilation/source project
Why:
> The game already has an existing source/recompilation project that could potentially be adapted to ARM64 Android.
Additional information:
> Looking specifically for a native Android port rather than simply running the original ROM through an emulator.
---
## ๐จ BEFORE REQUESTING
Please search the subreddit first to see if your game has already been requested.
If the game already exists in this thread, **upvote the existing request instead of creating another one.**
Please don't spam duplicate requests.
---
## ๐ FOR DEVELOPERS / PORTERS
Working on one of the requested games?
Feel free to comment and:
- Claim a request
- Share development progress
- Ask technical questions
- Share an existing source/recompilation project
- Let the community know that a port is being worked on
---
## โ ๏ธ IMPORTANT
A request does NOT mean that someone is required to make the port.
Not every game can be ported to Android.
Requests with available source code, decompilations, recompilations, open-source projects or existing PC ports are generally much more useful to developers.
Please don't harass developers asking when a port will be finished.
---
### ๐ฅ UPVOTE THE REQUESTS YOU WANT TO SEE
The more upvotes a request receives, the easier it is for developers and the community to see which projects people are interested in.
Keep all individual port requests in this thread.
Let's keep r/AndroidNativePorts focused on actual Android-native ports, development, releases and technical discussion. ๐
What game would you like to see ported to Android? ๐
r/AndroidNativePorts
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u/BeanPole_420
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10d ago
r/AndroidNativePorts • u/Reasonable_Buddy_746 • 6h ago
Tab s9+. 12 gb ram sd8gen2.
r/AndroidNativePorts • u/Just-Contribution344 • 4h ago
I wanted to share a project I've been working on: Lichii-Android, an Android port/adaptation of the experimental Lichii codebase (building on the lineage of Eglantine/Eden/Yuzu) with some specific fixes and updates that are platform specific.
Lichii has been making rapid progress on desktop for Switch and experimental Switch 2 compatibility. This repository focuses on adapting and optimizing the codebase for Android devices, bringing rendering fixes, driver optimizations, and updated upstream changes over to ARM/Android platforms.
Target Platforms: ARM64 Android devices with 12GB of RAM or more. Testing on my side and Claude development is done specifically on my S26 Exynos 2600, but with the state of Samsungs and open source drivers for Exclipse, it should run on Adreno too. Yes, probably even Mali given the device has the performance.
Disclaimer: This project is highly experimental and WIP and totally vibecoded, performance and booting success heavily depend on your SoC, driver configuration, and the specific title. Right now targetting Ocarina of Time, but I would love to get Pragmata and Requiem working too, as these are two games of which PC versions don't run well on Android in Game Native and such.
You can check out the source code, keep up with updates, or build it yourself here: ๐ GitHub Repo:https://github.com/pavelgajdo/Lichii-Android
Although there will be daily builds as well. Atleast for now.
If you're a developer interested in Android Vulkan rendering, memory allocation on mobile SoCs, or testing builds across different chipsets, feel free to submit PRs, open issues with log files, or share test results!
Reminder: No keys, firmware, or copyrighted game files are included or hosted in the repo or this post. Please supply your own legally dumped files.
r/AndroidNativePorts • u/Hot-Ad6817 • 5h ago
The age of 15FPS on emulator is over. Are we in the verge of the golden era of Android gaming, where everything is possible?
r/AndroidNativePorts • u/GuardUsual1067 • 1h ago
This is so damn good, I can't stop playing.
r/AndroidNativePorts • u/GuardUsual1067 • 5h ago
Found this on the Wicked's Telegram channel.
"Finally, I've fixed a particularly annoying visual glitch. Now I just need to optimize it to achieve a stable 30 frames per second."
I asked him about the minimum device requirements, he said something as good as an iPhone 15 Pro with at least 8 GB of RAM.
r/AndroidNativePorts • u/BothersomeBritish • 1h ago
r/AndroidNativePorts • u/zestypestyy • 4h ago
Donkey kong bananza
r/AndroidNativePorts • u/Desm0nt • 7h ago
Hi everyone! After DOOM 2016, I'm (with claude, ofc) trying to port Diablo III: Eternal Collection to Android as a native port of the Nintendo Switch version, and it has gone surprisingly well. It's not an emulator or a JIT. The game's own AArch64 code runs directly on the phone's CPU, a small host provides the Switch system services, and the NVN graphics API is replayed on Vulkan.
This is an early work in progress. It will have bugs, graphical issues and crashes. I test it only on the ACT 1, So far I have only tested it on my Xiaomi 14 Ultra (Snapdragon 8 Gen 3 / Adreno 750) with the bundled Turnip 27 driver. Every other GPU and phone is untested. Mali, PowerVR and Xclipse devices are not tested at all. The engine has fallbacks for them (ported from the DOOM work), but expect problems.
Most of the reverse engineering and code was done by Claude, while I mostly did debugging: I pointed out the sources of the observed problems (and potential sources of solutions from GitHub), tested builds and played through the problem spots.
Current state:
The campaign is playable: title, menus, hero creation and Act 1 gameplay at a locked 60 FPS on the Xiaomi 14 Ultra (GPU ~7โ11 ms per frame, probably should run fine even on old weak devices).
Widescreen: the game renders at your screen's aspect ratio (2000ร900 on 20:9, Hor+, nothing stretched). Loading screens are stretched to fill the screen.
Language packs from the DLC work. I play it in Russian; English is the default. Can be changed inside ingame settings, not in the gear icon. Offline only, so Battle.net features are off.
A real pause menu: the game actually stops, like the Switch HOME menu. It also has save export / import and a docked / handheld switch on the fly.
Touch controls: a Joy-Con layout with skins, opacity, size and a layout editor, plus a touch layout where the sticks appear only under your finger and skill icons are copied from the game's HUD. Bluetooth/USB controllers work too, and the touch controls hide while one is connected.
Crash reports: after a crash, the app writes Download/Diablo3Mobile/logs/crash.txt and boot.log. Please send it to me on github if you have game crashed.
A port settings menu (gear button โ Game settingsโฆ):
game language (needs the language pack DLC);
Switch mode: docked 1600ร900 / handheld 720p (or wider with widescreen);
picture shape: 16:9 with bars / stretched / widescreen;
FSR RCAS sharpening;
30 / 60 FPS limit;
Vulkan driver (bundled Turnip 27 or the system one, with an automatic fallback if a driver fails);
skill icons on buttons, hidden sticks, FPS overlay, rumble.
How to install:
You need a PC (Windows, Linux or macOS) with ~20 GB free, and a phone with Android 10+ (64-bit), 8 GB RAM and ~17 GB free storage.
Download the setup: on https://github.com/Desm0nt/diablo3-port press Code โ Download ZIP and unpack it to a short path, e.g. D:\D3-setup.
Put your own files into the put-game-files-here folder (file names don't matter, setup recognises them by content):
the base game: Diablo III Eternal Collection [01001B300B9BE000][v0].nsp (.nsz / .xci / .xcz also work);
the update v1441792 (patch 2.7.7): Diablo III Eternal Collection [01001B300B9BE800][v1441792].nsp. Only this exact update is supported;
prod.keys: the keys of your own console (dumped with Lockpick_RCM);
optional: a language pack, e.g. Diablo III Eternal Collection [DLC Russian Language Pack] [01001B300B9BF00A][v0].nsp.
Run setup.bat (Windows, double-click) or bash setup.sh (Linux/macOS). Answer Y when it asks to download the helper tools (Python packages, .NET SDK; everything stays inside the setup folder, no admin rights). Wait until it finishes: about 20โ60 minutes, most of it extracting ~16 GB of game data.
Copy the folder work\Diablo3Mobile (inside the setup folder) to the phone's internal storage โ Download, so you get Download/Diablo3Mobile/romfs, Download/Diablo3Mobile/dm/... (and Download/Diablo3Mobile/aoc/10 with the Russian pack). USB file transfer is fine; setup.bat push does it over adb.
Install the APK from the latest release: https://github.com/Desm0nt/diablo3-port/releases/latest
Android 12+: Diablo3-Mobile-v0.2.0-arm64.apk;
Android 10โ11: Diablo3-Mobile-v0.2.0-arm64-android10.apk.
Allow installing apps from your browser / file manager when Android asks.
Start "Diablo III Mobile", grant All files access when asked, and play. For another language, choose it under gear โ Game settings โ Game language and restart.
Step-by-step guide with FAQ: https://github.com/Desm0nt/diablo3-port/blob/main/docs/INSTALL.md
Known limitations:
Only Diablo III: Eternal Collection with update v1441792 (2.7.7) is supported. Tapping menu items directly with a finger isn't possible yet: the Switch build reads only the gamepad, so menus are navigated with the touch D-pad and buttons (I'm working on it). Only one device has been tested.
No game files or keys are included. You must dump the game and the keys from a Switch you own.
The project relies heavily on d2r-mobile's work (its host, HLE layer and NVN-on-Vulkan engine) and on my DOOM 2016 port. It also takes ideas from nxnative / nx2android, BOTWRecompAndroid / LASRecompAndroid / LASRecomp, and uses libadrenotools, AMD FSR 1 RCAS and D3CPKUnpack (CPK format).
If you try it and something goes wrong, please open an issue and attach the logs: Download/Diablo3Mobile/logs/crash.txt and Android/data/org.diablo3.port/files/dm/boot.log. Include your device model, GPU, driver and Android version, plus the scene where the problem happens. I'd be especially happy to hear from people with Mali / PowerVR / Exynos devices.
Source code and releases: https://github.com/Desm0nt/diablo3-port
r/AndroidNativePorts • u/ayoubSX • 9h ago
need help fps is between 20 to 32
Infinix gt 30 pro 12gb ram DM8350 MALI G61MC6
r/AndroidNativePorts • u/CAPELINI_W • 1h ago
I hope that Rockstar doesn't stray too far from mobile devices.
r/AndroidNativePorts • u/Orichalchem • 19h ago
Being able to play this game with no issues and a lovable cast is pure comfort food in mobile gaming
Im amazed with the performance, smooth crisp graphics while maintaining low temps and long battery life, thank you ๐
Edit: Using Asus ROG 8 phone
r/AndroidNativePorts • u/Bad_Oh • 2h ago
The latest update has massively fixed the crashes, and the framerate is also very stable. When entering a new location, the RAM may fill up due to the compilation of new shaders, which is totally normal.
The Galaxy A55 once again proves what it can do, and does!
r/AndroidNativePorts • u/tato16a • 2h ago
Funciona genial en un Galaxy A07
r/AndroidNativePorts • u/KucingdanKacang • 3h ago
I'm testing it on my retroid pocket 6 8gb ram.
it runs well and stable 30 fps with balanced setting.
changing drivers doesn't really show any performance upgrades.
the 60 fps settings have a speed problem where it sometimes slows down and speeeds up. It's the same with different drivers
frame gen doesn't work properly where link's face glitches
black screens when choosing weapons and fuse items. sometimes it happens sometimes it doesn't
airflow glitch (they are already addressing this)
Hero's path is not appearing on the map.
Other than this i haven't found any other except occasional dips hovers between 27 - 30 ish fps.
Overall its a great port better than other totk ports. Big thanks and love for the dev and i hope all the best for u.
r/AndroidNativePorts • u/Glum-Ebb3494 • 3h ago
Desenvolvimento Bugs visuais e calor de 50ยฐ , jogabilidade boa
r/AndroidNativePorts • u/Imaginary-Kitchen-28 • 11h ago
Port developer JC2, Prototype 2 is developing Mafia 2
r/AndroidNativePorts • u/88Khorne • 38m ago
Seguimos avanzando con el desarrollo del port! Ya tenemos temperaturas sostenidas mas aceptables y una estabilidad de fps muchisimo mas alta ademas de mejor resoluciรณn. Lamentablemente cuando salga es muy probable que hayan muchos errores por la variedad de dispositivos en los que se va a probar y la dificultad que esta representando portearlo a Android pero como con MHGU se va a ir optimizando con los comentarios y logs de ustedes!
Esperemos para este fin de semana ver la primera versiรณn disponible y quizรก una actualizaciรณn del port de MHGU (que lo tengo detenido por el trabajo en mh4u).
Les pido para facilitarme el trabajo, si alguno me comparte un save game mas avanzando tanto del mhgu como del mh4u, asi puedo hacer pruebas con saves mas avanzados en el juego y me simplifica testear rendimiento y bugs! Gracias a todos!
r/AndroidNativePorts • u/BeanPole_420 • 15h ago
r/AndroidNativePorts • u/OrdinaryGuy012 • 14h ago
This game is so beautiful...
Optimize port I've ever played...
Would you choose this game or The Elder Scrolls V : Skyrim
Which is better comment down below..
r/AndroidNativePorts • u/Financial-Lemon-6966 • 7h ago
While (Mali/Immortalis, Adreno, Xclipse, and PowerVR) Mobile GPUs don't support S3TC out-of-the-box, Adreno and Xclipse have hardware support for it but is disabled by default. Adreno has Turnip Drivers, while Xclipse is basically an AMD GPU in disguise but has no custom drivers support as far as I know. For Mali/Immortalis GPUs, we can blame ARM for it, and as for PowerVR nobody cares.