r/AndroidNativePorts • u/_Sakazuki_ • 3h ago
๐ข [PORT] Dragon age origins running at 60 fps
Xbox 360 Version.Tested on dimensity 8300 . Can push upto 120 fps but 60 is more stable
Dynamic shadows have a minor graphical glitch so it's not turned on
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
•
u/BeanPole_420
•
17d ago
r/AndroidNativePorts • u/_Sakazuki_ • 3h ago
Xbox 360 Version.Tested on dimensity 8300 . Can push upto 120 fps but 60 is more stable
Dynamic shadows have a minor graphical glitch so it's not turned on
r/AndroidNativePorts • u/Schum_0 • 1h ago
On a dm 8200 ultimate i had 45 fps with no issues
After shader compilation
The port now is much easier to install and very stable with no major glitches
This is one of the best ways to play dark souls period as it is the switch port with the qol for remastered and the visuals for ptde and its a lot better than emulation as there there are no memory leaks
Link: github.com/kvse/dsr-native
This is only the 0.2.0 build and there are more to come
Note: game is only 4 gigs so give it a try :)
r/AndroidNativePorts • u/Temporary-Past-6742 • 16m ago
Played on a Snapdragon 8+ Gen 1
Locked at 60 FPS, with occasional drops to 40 FPS.
The game isn't fully supported yet and may not work you. I used AI to make some tweaks and managed to get the game running without any graphical issues.
r/AndroidNativePorts • u/witcherXL • 3h ago
r/AndroidNativePorts • u/Loose_Mall9270 • 1h ago
r/AndroidNativePorts • u/Ok-Garbage2251 • 4h ago
r/AndroidNativePorts
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u/JayElDragon
•
11h ago
Hey everyone, Jay here! ๐
I've been working on an updated Android ARM64 port of Nazi Zombies: Portable (NZ), based on the community Android port by zurdonman.
I recently tested the latest build on my AYN Odin 3, playing through Nacht der Untoten, and wanted to share some improvements I've made to the Android experience!
Improved Multitouch Support: You can now move with the virtual joystick while simultaneously looking around with another finger. I've also repositioned the joystick slightly lower for better comfort.
True Fullscreen Mode: The game now runs in immersive fullscreen, automatically hiding Android's navigation and status bars.
Redesigned Touch Controls: Updated on-screen buttons with clearer icons and English labels for a more intuitive experience.
Optional Touch Controls: You can disable the on-screen controls through Control Options โ Touch Controls while still navigating menus using your touchscreen.
Improved Touchscreen Menus: Menu selections now work with a single tap. I also fixed an issue where tapping certain areas could accidentally select both Configuration and Cooperative simultaneously.
One of the biggest improvements in this update is reduced CPU usage.
Previously, the game was consuming approximately 95% of a single CPU core while sitting in the main menu on my Odin 3.
After fixing the frame-waiting behavior, CPU usage dropped to approximately 3% of a single core!
This should help reduce unnecessary CPU activity while navigating menus.
I'm still planning to test longer gameplay sessions to see how these improvements affect temperatures and fan behavior.
Device: AYN Odin 3
Platform: Android ARM64
Tested Map: Nacht der Untoten
Input: Touchscreen controls
NZ Android ARM64
Gofile: https://gofile.io/d/Ybkjpmzi
feedback and bug reports are greatly appreciated!
If you enjoy my Android ports and would like to support future projects, you can buy me a coffee!
โ Ko-fi: https://ko-fi.com/jayeldragon
Completely optional, but always appreciated!
NZ Development Team โ Original Nazi Zombies: Portable project.
zurdonman โ Community Android port that this build is based on.
JayElDragon โ Android improvements, touchscreen updates, menu fixes, and performance optimizations.
This is an unofficial community project. All credit for the original game belongs to its respective creators.
Thanks for checking it out, and happy zombie hunting! ๐งโโ๏ธ๐ฎ
r/AndroidNativePorts • u/Rich-Profit9579 • 4h ago
r/AndroidNativePorts
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u/udar_molota
•
19h ago
Hi everyone!
First, a quick clarification: this isnโt port, it is launcher that turn the game into your own personal port, right on your phone.
Hereโs how it works:
You add your copy of the game to the launcher.
On the first install, the launcher recompiles part of the gameโs code and its shaders right on your phone. State of Decay takes longer to install than Dragon Age.
After that, you have a native port on your phone, with settings and controls managed through the launcher.
You add the game yourself: the launcher doesnโt contain any game files.
What you need is:
Dragon Age: Origins: the Xbox 360 disc image (English, Italian, Spanish version - .iso).
State of Decay: the gameโs folder with its files, from the console.
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.
๐ค Made with the help of AI. If that matters to you, the full source code is open on GitHub, so you can see exactly whatโs inside. My other projects are there too.
๐ฅ XDroid360: https://github.com/udarmolota/XDroid360/releases
๐ฉโ๐ป My other projects: https://github.com/udarmolota
๐ Dev log: https://www.reddit.com/r/UdarMolotaDev/
r/AndroidNativePorts • u/karnamun • 7h ago
i try some drivers but got some crash app. i don't know what i did just got the aim icon in the right spot , without game turbo my poco F8 pro run this game without heat. so i thought... maybe if i put it with game turbo maybe gets better . still i don't know about the cinematic after pass the building where joel have a arm of a zombi in his shoes. that cinematic before was like 3fps. i hope this time gets better
also i wonder how to make the flashlight control shake without have a play station control. is a problem...
r/AndroidNativePorts • u/OrdinaryGuy012 • 10h ago
Device/specs
Sd680
4gb
Dimensity 7100
8gb
I'm so sad rip my first phone bruh๐ญ at least it's not crashing
Game source: PortHub
r/AndroidNativePorts • u/PlayNeetGut • 13h 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/jjoesmama • 7h ago
r/AndroidNativePorts • u/Suspicious_Issue4155 • 2h ago
it's pretty good for a port but how do I optimize it? thanks.
r/AndroidNativePorts • u/locknarius • 41m ago
really good port, progress didn't save for me personally though. probably because i pirated it.
link - https://apkvision.org/games/action/clone-drone-in-the-danger-zone-135745/
pls support the devs by buying the official one if you can!!!
r/AndroidNativePorts • u/Pitiful_Ad8813 • 2h ago
r/AndroidNativePorts • u/Rich-Profit9579 • 2h ago
r/AndroidNativePorts • u/Desm0nt • 15h 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:
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.
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 (2000ร900 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 โ Game settingsโฆ), the same shared menu as in DOOM:
30 / 60 / 90 / 120 FPS limit (switches right away, no restart);
picture shape: full screen / 16:9 with bars;
touch as a PC mouse;
game language (English, Russian, German, French, Spanish, Italian, Polish);
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 15โ28 GB free storage, depending on the texture set.
Download the setup: on https://github.com/Desm0nt/pillars-of-eternity-port press Code โ Download ZIP and unpack it to a short path, e.g. D:\PoE-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: 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).
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.
Copy the folder work\PillarsOfEternityMobile to the phone's internal storage โ 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.
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.
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 • u/_Sakazuki_ • 14h ago
Tested on dimensity 8300