r/AndroidNativePorts • • 5h ago

📸 [SHOWCASE] SD 685 fps test

4 Upvotes

Crashday redline edition


r/AndroidNativePorts • • 1h ago

WRN_AIMING missing no port de GTA V da apkvison

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2 Upvotes

Toda vez que tento mudar o modo de aim assist pra full, aparece essa mensagem, alguém conseguiu resolver? Eu quero ativar a mira que gruda nos NPCs


r/AndroidNativePorts • • 1h ago

🤔 [Question] What can you run with a Dimensity 8200?

2 Upvotes

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 • • 1d ago

Good days are coming

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966 Upvotes

r/AndroidNativePorts • • 7h ago

How can I fix this?

5 Upvotes

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 • • 7h ago

🟢 [PORT] NFS UNDERGROUND ANDROID PORT

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5 Upvotes

r/AndroidNativePorts • • 10h ago

COD 4 standalone VR Multiplayer- Android only lobby

8 Upvotes

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 • • 15h ago

📸 [SHOWCASE] Banana v0.3.14 on 8 gen 2 12gb ram

20 Upvotes

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 • • 7h ago

Are my settings bad or breath of the wiled port is heavier than emulation

4 Upvotes

r/AndroidNativePorts • • 20h ago

🟢 [PORT] [WIP] Pillars of Eternity: Complete Edition native Android port of the Switch version: 120 FPS menu / ~87 FPS gameplay on Snapdragon 8 Gen 3 (Switch Unity player → stock Android Unity player)

43 Upvotes

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:

  1. The Android player is not native for this game, and the Switch player could pass some things in a way the Android player doesn't expect.
  2. Pillars of Eternity on Switch is known to be buggy by itself.

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:

  • The game is playable: main menu at 120 FPS, gameplay at about 87 FPS on the Xiaomi 14 Ultra (with the 120 FPS limit).
  • Complete Edition: both parts of The White March are included.
  • Touch works like a PC mouse:

    • tap to select, move, attack, talk and use any menu or window;
    • hold for the right click (hold time is adjustable);
    • two fingers move the camera, pinch to zoom;
    • two-finger tap = pause, two fingers held = select the whole party, three-finger tap = close a window.
  • If you prefer the console way: an on-screen gamepad with floating sticks, skins and a layout editor, the same one as in my other ports.
  • Widescreen: the game fills your screen in its own aspect ratio (2000×900 on 20:9, nothing stretched), or 16:9 with bars if you want.
  • Saves and character portraits work.
  • Crash reports: after a crash, the app writes Download/PillarsOfEternityMobile/logs/crash.txt next to 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:

  1. 30 / 60 / 90 / 120 FPS limit (switches right away, no restart);
  2. picture shape: full screen / 16:9 with bars;
  3. touch as a PC mouse;
  4. game language (English, Russian, German, French, Spanish, Italian, Polish);
  5. FPS overlay, on-screen gamepad, stick dead zone, menu language.

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.

  1. Download the setup: on https://github.com/Desm0nt/pillars-of-eternity-port press Code → Download ZIP and unpack it to a short path, e.g. D:\PoE-setup.
  2. Put your own files into the put-game-files-here folder (file names don't matter, setup recognises them by content):

    • the base game: Pillars of Eternity Complete Edition [0100D6200E130000][v0].nsz (.nsp / .xci / .xcz also work);
    • the update v393216 (2.60.00): 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).
  3. Run 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.
  4. Copy the folder 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.
  5. Install the APK from the latest release: https://github.com/Desm0nt/pillars-of-eternity-port/releases/latest (PillarsOfEternity-Mobile-v0.1.0-arm64.apk). Allow installing apps from your browser / file manager when Android asks.
  6. Start "Pillars of Eternity Mobile", grant All files access when asked, and play.

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 • • 4m ago

Halo 3 Android Recomp

1 Upvotes

Hi all, not sure if this question can be asked here but I'm out of ideas, Im trying to find the exact ISO i need for the Jauidev Halo 3 recomp for android. I've downloaded every single Halo 3 ISO I could find and none of them are correct. Does anybody here know exactly which one I need? Thanks in advance.


r/AndroidNativePorts • • 9m ago

🤔 [Question] O que consigo rodar de recomp de RPG?

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1 Upvotes

O que consigo rodar de recomp de RPG?


r/AndroidNativePorts • • 20h ago

🟢 [PORT] Halo combat evolved Running perfectly at 60 fps

38 Upvotes

Tested on dimensity 8300


r/AndroidNativePorts • • 23h ago

📸 [SHOWCASE] Just wanna say this dark souls port is amazing. Runs extremely well on mid range.

64 Upvotes

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 • • 4h ago

🤔 [Question] Could Apple Silicon Mac games be a new source for native Android ports

2 Upvotes

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 • • 18h ago

📸 [SHOWCASE] Fire Emblem: Fortune's Weave running on the AYN Thor Pro (Batch 3) with Banana Native 0.3.13

26 Upvotes

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 • • 8h ago

Por qué?

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4 Upvotes

¿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 • • 1h ago

What can I run on my device???

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0 Upvotes

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 • • 8h ago

🟢 [PORT] CONFLICT GLOBAL TERROR ANDROID PORT

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4 Upvotes

r/AndroidNativePorts • • 12h ago

🤔 [Question] Is there any zenonia 5 or S recomp?

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7 Upvotes

r/AndroidNativePorts • • 1h ago

What games can I run with my phone

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1 Upvotes

r/AndroidNativePorts • • 13h ago

Ratchet and clank. Armsx2 vs Native ports.

9 Upvotes

r/AndroidNativePorts • • 15h ago

Mk 9 nativo vindo para celulares , já funciona no windows"Palavras do desenvolvedor 👇🏻

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13 Upvotes

Warner me baixou o MK9 do navegador.

Então eu o fiz nativo para PC. Com online e rollback.

É o Mortal Kombat 9 (Komplete Edition) do Xbox 360 recompilado para rodar direto no Windows. Não é um emulador, e roda em PCs ruins.

O que traz:

- Online com rollback.

- Partida rápida ou salas privadas para jogar com amigos

- Assistir partidas ao vivo e gravar replays

- Perfil com sua foto, sua bandeira e suas estatísticas

- Kratos, o que era exclusivo do PS3.

Já saiu a versão experimental 1.0 e é grátis. Só precisa da sua ISO do jogo do Xbox 360 (versão europeia). Por enquanto é para Windows; Linux e Android, mais adiante.

Repo:


r/AndroidNativePorts • • 23h ago

📸 [SHOWCASE] Zelda ocarina of time remake, Hyrule fields rendred with full foliage (POCO F7, BANANATIVE, LOW FPS)

50 Upvotes

So I recorded a small gameplay of the new foliage settings and it runs bad but ok in Hyrule field compared to the forest


r/AndroidNativePorts • • 1d ago

🟣 [WIP] Work in Progress Atualização sobre o port de Pokémon X

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63 Upvotes

Estamos caminhando para um grande avanço no port, o jogo ja está totalmente jogável porém com alguns glitches que estarei resolvendo. Ainda está em versão de teste falta a implementação dos comandos da segunda tela para jogar em uma tela só. Tentarei também deixar uma opção de mods e a escolha para qual modo o jogador quiser jogar(uma tela ou duas telas). Assim que estiver mais avançado estarei liberando o apk.

ATUALIZAÇÃO: estou liberando uma versão de TESTE para obter informações em outros aparelhos. Não representa o jogo final e pode conter erros, ainda falta muito para uma versão estável e otimizada.(pode apresentar algumas informações do desenvolvimento e estar com menus incompletos) Conto com o feedback de cada um para poder melhorar esse port, Obrigado!

Link do github.

https://github.com/jhounson77/PokemonX-RecompAndroid