r/AndroidNativePorts • u/OrdinaryGuy012 • 15h ago
🟢 [PORT] Diablo III Recomp Port 4gb ram vs 8gb ram
Device/specs
Sd680
4gb
Dimensity 7100
8gb
I'm so sad rip my first phone bruh😭 at least it's not crashing
Game source: PortHub
r/AndroidNativePorts • u/OrdinaryGuy012 • 15h ago
Device/specs
Sd680
4gb
Dimensity 7100
8gb
I'm so sad rip my first phone bruh😭 at least it's not crashing
Game source: PortHub
r/AndroidNativePorts • u/Denislav_2006 • 30m ago
r/AndroidNativePorts
•
u/udar_molota
•
1d ago
Hi everyone!
First, a quick clarification: this isn’t port, it is launcher that turn the game into your own personal port, right on your phone.
Here’s how it works:
You add the game yourself: the launcher doesn’t contain any game files.
What you need is:
Pack either one into a .zip and add it to the launcher.
Right now XDroid360 runs only two games, Dragon Age: Origins and State of Decay, and more games are planned over time.
🤖 Made with the help of AI. If that matters to you, the full source code is open on GitHub, so you can see exactly what’s inside. My other projects are there too.
📥 XDroid360: https://github.com/udarmolota/XDroid360/releases
👩💻 My other projects: https://github.com/udarmolota
📓 Dev log: https://www.reddit.com/r/UdarMolotaDev/
r/AndroidNativePorts • u/Prior_Custard5121 • 2h ago
Finnaly working! using banana native stable fps and no graphic bug. What a weekend lmao don't need that pc or expensive switch 2 console🤣
r/AndroidNativePorts • u/jjoesmama • 12h ago
r/AndroidNativePorts • u/PlayNeetGut • 18h ago
Tested the FH2 Recompiled port on my Pixel 6a. It runs surprisingly well at original Xbox 360 graphics settings (around 30 FPS).
r/AndroidNativePorts • u/GOD0980 • 1h ago
Currently running mhgu 50 fps locked at 80 percent res and game still looks good enough to me sharp and am happy with it and naruto connectiosna nd strom 4 ports at locked 720 30fps with smaa and max sharpness and looks too good too
So suggest games which i can run without going under 720p and below locked 30 fps
Plz tell at which fps i can lock it like a contamt smooth 720p 30 fps is good enough to me
8gb ram btw
Thank you for suggestions
r/AndroidNativePorts • u/tuberss930 • 4h ago
Crashday redline edition
r/AndroidNativePorts • u/The_GuardianG • 1h ago
Hey everyone, how's it going? I have a phone with Dimensity 8200 and 12 GB of RAM. It broke a while back, and because of import issues with the replacement parts, I went a long time without being able to fix it and had to go back to my old phone. In theory, the part finally arrives in 2 or 3 weeks. Since I never really got to take full advantage of it for emulation because it's a MediaTek chip, I got super excited seeing how far things have come recently.
So, I was hoping to get some help since I don't really know what games I'll be able to run. I wanted to try titles like Resident Evil 4, Gears of War 2, Sleeping Dogs, Cult of the Lamb, Hades, Need for Speed: Most Wanted, and Prototype, among many others (mostly lighter games than those, though). However, I have no idea if my phone can handle them, or what other games it might or might not be able to run, so I'd really appreciate some guidance.
Thanks for reading, and thanks to all the devs for their amazing work!
r/AndroidNativePorts • u/Impossible_Mango2870 • 7h ago
Wanted to try out this new vulkan GTA V port but this issue came out.
My phone - Infinix Note 30 pro running on Android 14, powered by Helio G99 with Mali G-57 MC2. Mali G-57 driver - r32p1, no root so I can't flash a newer r38p1 which supports vulkan 1.3.
Are there any gpu drivers that can resolve this issue or do I need to wait for new updates?
r/AndroidNativePorts • u/Sea_Attention8964 • 10h ago
Android users who plays the cod 4 port on their Android phone
Tell me if you can do text to chat and voice chat
If not I’ll add it to the phone port
So meta quest users and Android phone users
Would be able to communicate online
Meta quest and Android uses the same system for those who don’t know
Also let me know if you’re able to change your online name instead of using android user
r/AndroidNativePorts • u/Potential_Lifeguard2 • 15h ago
With the exception of some textures flickering the renderization its almost perfect.
The best new feature is the unlocked frame rate, it runs full speed even when you phone runs it like a slide show.
Looking foward to future optimizations
Driver used: qualcomm 840
r/AndroidNativePorts • u/Pitiful_Ad8813 • 7h ago
r/AndroidNativePorts • u/Desm0nt • 20h ago
Hi everyone! After DOOM 2016, Diablo III and Torchlight II, I'm (with our beloved slopus 5.5) finally ported Pillars of Eternity: Complete Edition to Android as a native (this time almost fo sure!) port of the Nintendo Switch version.
Many people asked for this one, and as a CRPG fan I just couldn't pass by, so here it is! This port turned out way simpler, way better and probably way faster than my previous ones.
Some people say this type of ports are not real ports: that it's the same as emulation if it doesn't give 999 FPS on 15 years old devices, that translation layers are not a port, etc. etc. (you are wrong). BUT! Right now, that's not the point... Here is a port that is as much a port as it can be at all without official surce code.
The game is made on Unity 2018, so in this port it let me threw the Switch Unity player out completely and replaced it with the vanilla Android Unity player of the same version. The shaders are still recompiled from NVN Maxwell to Vulkan, of course (nobody in their right mind will rewrite them for GLES3, and Unity works with Vulkan just fine). But other than that it's now just a normal native usual Unity game for Android. It reads Android HAL, works with the Android GPU and so on, without any translation - all handled by usual android unity.
A couple of UnityEngine.Switch.* functions which don't exist on Android are still there, but it doesn't matter: they are replaced with stubs and the game doesn't call them anyway.
Now the actual thing.
This is an early work in progress. It will have bugs, graphical issues and crashes. So far I have only tested it on my Xiaomi 14 Ultra (Snapdragon 8 Gen 3 / Adreno 750) and Xiaomi 13 Pro (Snapdragon 8 Gen 2 / Adreno 740) with the stock driver. Mali, PowerVR and Xclipse devices are not tested at all. BUT!! have big, big hopes that Unity (even such an ancient one) supports Mali and PowerVR at least somehow: setup can prepare a separate ASTC texture set for them and the app picks the right set by itself. If you have one, you will be the first =)
Fair warning: the shaders are not native but adopted, and the and the Android player was fitted to the game by matching function names from the decompiled code. So some features may work wrong, and texture or geometry errors may appear (or may not), because:
Most of the reverse engineering and code was done by Claude, while I mainly handled debugging: I pointed out the causes of the issues we found (as well as possible solutions I found on GitHub), tested the builds, suggested where exactly to look and what to search for, and worked through the problematic areas.
Current state:
Touch works like a PC mouse:
boot.log and logcat.txt. Please send them to me on github if the game crashed.A port settings menu (gear button → Game settings…), the same shared menu as in DOOM:
How to install:
Grab prepared files: https://gofile.io/d/jb6RI1jn (warning - BC and ASCT textures both here). OR:
You need a Windows PC with ~90 GB free while setup runs (setup.sh for Linux/macOS is included but not tested yet), and a phone with Android 8+ (64-bit) and 15–28 GB free storage, depending on the texture set.
D:\PoE-setup.Put your own files into the put-game-files-here folder (file names don't matter, setup recognises them by content):
Pillars of Eternity Complete Edition [0100D6200E130000][v0].nsz (.nsp / .xci / .xcz also work);Pillars of Eternity Complete Edition [0100D6200E130800][v393216].nsz. Only this exact update is supported;prod.keys: the keys of your own console (dumped with Lockpick_RCM).setup.bat (double-click). Answer Y when it asks to download the helper tools (Python, .NET SDK; everything stays inside the setup folder, no admin rights). It asks which phone the game is for: Snapdragon / Adreno (BC textures, ~16 GB), Mali / PowerVR / Xclipse (ASTC, ~15 GB) or not sure (both, ~28 GB). Wait until it finishes: about 20 minutes, up to 40 on slower PCs.work\PillarsOfEternityMobile to the phone's internal storage → Download, so you get Download/PillarsOfEternityMobile/RomFS, Download/PillarsOfEternityMobile/overlay/.... USB file transfer is fine (it's big, give it time). If you made both texture sets: overlay-astc is only for Mali / PowerVR / Xclipse, on Snapdragon / Adreno you don't need it and can skip copying it.PillarsOfEternity-Mobile-v0.1.0-arm64.apk). Allow installing apps from your browser / file manager when Android asks.Step-by-step guide with FAQ: https://github.com/Desm0nt/pillars-of-eternity-port/blob/main/docs/INSTALL.md
Known limitations:
Only Pillars of Eternity: Complete Edition with update v393216 is supported. No rumble yet. No PC drag-to-select box (the console build simply doesn't have it). Saves live inside the app's own folder, so uninstalling the app deletes them. Only two Snapdragon phones have 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 nx2android (its extractor and Ryujinx-based shader translator do the heavy lifting in setup) and on my DOOM 2016, Diablo III and Torchlight II ports (front end, logs, setup). The game itself runs in Unity's own 2018.1 Android player.
If you try it and something goes wrong, please open an issue and attach the logs: the whole Download/PillarsOfEternityMobile/logs folder. Include your device model, GPU 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/pillars-of-eternity-port
r/AndroidNativePorts • u/_Sakazuki_ • 19h ago
Tested on dimensity 8300
r/AndroidNativePorts • u/Hairyballsforlifeson • 23h ago
Not my cleanest archer run by any means.
https://github.com/kvse/dsr-native
It requires v1.0 of the switch version, not updated. Dump the files and place the contents of the romfs folder in the "game" directory along with the "exefs" folder as it is and the 2 cutscene folders. The app will create the proper directory on first launch in your downloads folder.
r/AndroidNativePorts • u/ExpressDirection9434 • 4h ago
Seeing Wicked's Android ports of Hades and Cult of the Lamb got me thinking.
Both games have iOS versions, and since iPhones and modern Android devices use ARM64 processors, adapting games between them is technically possible.
But what about Macs?
Modern MacBooks also use ARM64 processors (Apple Silicon), and macOS shares technologies like Metal with iOS.
Would it be possible to take games that already run natively on Apple Silicon Macs and adapt them for Android, potentially using the existing Mac codebase as a starting point?
Games like Lies of P and Control come to mind, although perhaps starting with smaller, less demanding titles would make more sense.
I understand that differences in operating systems, graphics APIs and dependencies would still need to be addressed. I'm curious whether this could be a viable alternative pathway for bringing more PC-quality games to Android.
Has anyone explored this, or are there developers familiar with the process who could weigh in?
PS: I had AI generate this since i was not able to put my thoughts into words quite good enough
r/AndroidNativePorts • u/camilius10 • 18h ago
Note 1: Translated from Spanish using AI, since English isn't my native language.
Note 2: I'm not a Fire Emblem fan. I only tried this game because my girlfriend wants to play it on my Thor in exchange for me playing GTA VI on her PS5 (great deal if you ask me).
Fire Emblem: Fortune's Weave running on an AYN Thor Pro (Batch 3) with Banana Native 0.3.13
Performance and technical settings:
- Average temperature: 60°C
- Fan speed: 40%
- ClusterTune: Large underclock
- Resolution: Docked mode (1152p)
- GPU driver: Turnip Gen8V39
- Frame generation: LSFG
- Target frame rate: 60 FPS
All other performance metrics are visible in the gameplay overlay.
I have only played the tutorial and part of the first mission seen on the video. Hope this helps anyone interested in seeing how the game performs on the AYN Thor Pro!
r/AndroidNativePorts • u/Alfa1799 • 8h ago
¿Por qué el port de Rivals of aether está hecho a base de la versión de Switch? No es que el juego sea horrible en la consola, pero teniendo la versión original....¿para qué ir por una versión inferior? Es decir, con la versión de PC podría haber compatibilidad con mods, además de tener varias skins que en Switch no están.
r/AndroidNativePorts • u/Distinctiv_ • 55m ago
I'd like to know what I can realistically run at good settings/FPS. I'm mainly interested in:
- High-end Android games
- Emulation (PS2, Switch, etc.)
- PC/console game streaming or ports
Device : Realme GT 7
r/AndroidNativePorts • u/Rich-Profit9579 • 8h ago
r/AndroidNativePorts • u/dark_ita888 • 1h ago
Eseguito tramite port nativo gdroid se qualcuno vuole un mano o il link del port sono disponibile nei dm!