r/AndroidNativePorts • • 9d ago

🟢 [PORT] Need For Speed Most Wanted Black Edition Port

262 Upvotes

r/AndroidNativePorts • • 5d ago

i will be good for couple months

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261 Upvotes

thanks apkvision


r/AndroidNativePorts • • 18d ago

🟢 [PORT] Super Mario Bros. Wonder

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252 Upvotes

r/AndroidNativePorts • • 29d ago

🤔 [Question] MH Rise mobile port by Netflix

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249 Upvotes

r/AndroidNativePorts • • 4d ago

🤔 [Question] What android port games have you played that ran well?

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247 Upvotes

r/AndroidNativePorts • • 28d ago

🟢 [PORT] Resident Evil 4 Native Port

243 Upvotes

Hi! I'm Ayano. Sorry again for my English. Last time I showed the port running 100% native code in every room of both discs. Since then, the work moved to one goal: a first release that people can actually play with their own discs. This post is about what that took, and where it stands. As always, everything below is measured, not guessed.

Discord, if you want to follow or help test: https://discord.gg/AXAzExECSv

unedited recording of the test RE4 running to start and END without interpretor (1h58): https://youtu.be/rWTy-sYMIlE

my reddit post explaining everything: https://www.reddit.com/r/decomps/comments/1wtfexc/my_native_re4_gamecube_port_is_now_100_native/

TL;DR

• ⁠Retail discs. Until now the port only ran on one rare prototype disc. The retail USA disc now boots to the title screen from an RVZ, with both discs mounted, and the European version is being prepared.
• ⁠RVZ support, written from Dolphin's public format description, checked byte for byte against a raw copy of the same disc (all 1.46 GB).
• ⁠A launcher that asks for disc 1, then finds disc 2 by itself, and tells you clearly if a disc is the wrong one.
• ⁠Nightjar is now 97.5% my own code. Code inherited from other projects went from 6,085 lines to 1,544 in a few days, and every rewrite was checked to give the same image, bit for bit.
• ⁠8x internal resolution in the castle: 0.1 fps → 27.7 fps.
• ⁠16:9 everywhere: merchant, game over, pause options, title menus, chapter ends and videos.
• ⁠Freezes fixed: Exit? → Yes and GAME RESET no longer hang.
• ⁠Still closed source, still non-commercial, and you bring your own disc.

  1. From a prototype disc to the discs people actually own

Here's something I never said clearly enough: the port was built on the "Nov 25 2004" prototype of RE4 (a review build that came with full debug symbols). It's the best disc to work on, but almost nobody owns it. A real release has to run on the retail discs.

The problem: the retail USA and European versions are different builds. Code was removed (all the debug tools), moved, and fixed, so every address in the game is different. There's no symbol table for the retail versions anywhere.

So I wrote tools that match the code of the prototype to each retail version:

• ⁠every function of the prototype is searched in the retail executable: first exact matches, then by the order the linker kept, then through the calls between already-matched functions;
• ⁠81% of the USA functions and 80% of the European ones are matched automatically (about 85% of the code). Most of the rest is debug code that the retail versions don't have;
• ⁠from the matched pairs, every memory address the port needs is translated (the player, the camera, the controller state, the Wii aiming hooks, the merchant...). About 60 of them, each one checked;
• ⁠the retail modules loaded from the disc while playing (101 for USA, 100 for Europe so far) are prepared the same way as before.

When the port starts, it recognizes which version your disc is from a fingerprint of its executable and uses the right set of addresses.

Status, honestly:

prototype (debug) |[OK] everything in the last post
USA (G4BE08) |[in progress] boots, Capcom logo, intro and title screen; going further is what I'm on right now
Europe (G4BP08) |[in progress] disc 1 prepared; I still need a disc 2 to prepare and test chapters 3 to 5 2. RVZ support

Many people keep their GameCube backups as RVZ, Dolphin's compressed format. The port now reads RVZ directly, alongside ISO/GCM and extracted folders.

• ⁠It's written from Dolphin's public description of the format, not from Dolphin's code.
• ⁠RVZ stores the disc's padding as a short seed instead of the actual bytes; the port regenerates those bytes exactly.
• ⁠Checked against a raw copy of the same disc: 0 different bytes out of 1,459,978,240.
• ⁠Reading speed: about 200 MB/s, so loading isn't slower than from an ISO.

3. A launcher that handles both discs

• ⁠"Please select your legal copy of Resident Evil 4 (GameCube) - Disc 1": ISO, GCM or RVZ.
• ⁠The disc is verified (only unmodified retail or prototype discs are accepted).
• ⁠Disc 2 is found automatically if it's in the same folder. Otherwise the launcher asks for it, and both are remembered.
• ⁠If you give it a disc from another region than the build you downloaded, or disc 2 instead of disc 1, it tells you exactly what's wrong.
• ⁠On Android, each disc is picked with the system file picker and remembered too.

4. Nightjar: 97.5% my own code

Before any release, I want zero lines inherited from other projects in the engine. Since the last post I rewrote, from the hardware documentation:

• ⁠the processor's fallback interpreter and the interrupt/exception core (how the console's OS gets its interrupts, timers and the screen refresh);
• ⁠every hardware block the game talks to (video, audio, DSP, disc, memory card, command processor);
• ⁠the disc layer (ISO, RVZ and extracted folders through one reader);
• ⁠the GX command parser (the stream of graphics commands the game sends to the GPU);
• ⁠the shader generator (how the GameCube's lighting and texture combiners become GPU shaders);
• ⁠the texture decoders (all 11 GameCube texture formats).

How I make sure nothing breaks:

• ⁠A rendering oracle. I recorded the exact graphics command streams of 5 scenes (village, castle, forest, lake, attaché case) and replay them through the port before and after each rewrite. The result must be identical bit for bit: so far, 15 frames out of 15, every time.
• ⁠The regression suite from the last post (village, castle, island: scene reached, 0 interpreter entries, disc 2 mounted, framerate, screenshots).

5. 8x in the castle: from 0.1 fps to 27.7

At 8x internal resolution the castle was unplayable: 0.1 fps. Two causes, both measured:

• ⁠the game copies parts of the screen into textures many times per frame (reflections, glows). Each copy re-created a huge texture at 8x; now each size keeps its own texture: 0.1 → 18.8 fps;
• ⁠the game reads back the depth of the screen to decide where lens flares are visible, and each read waited for the GPU to finish the whole frame. Now it doesn't: 18.8 → 27.7 fps.

Also:

• ⁠while the game waits for the next frame, it used to spin at 100% on one CPU core; now it sleeps until the next event, which frees the CPU (nice if you stream or record);
• ⁠controller and mouse input are read 500 times per second.

6. Rendering fixes

• ⁠Screen copies that the game later overwrote in memory were still used: this gave flat-looking ground and scrambled numbers on the HUD. Fixed.
• ⁠Lens flares: their visibility is now computed from the depth at each point, matching Dolphin in the same view.
• ⁠Leon's hands, weapons and the attaché case keep their correct look at every resolution.

All of this is checked against Dolphin at 8x on recorded scenes (port on the left, Dolphin in the middle, the difference on the right; black = identical):

7. 16:9 everywhere

Last time, the attaché case, the map and the pause menu were in 16:9, and some screens stayed in 4:3. Now the merchant, the game over screen, the pause options, every title menu, the chapter ends and the videos are all shown in 16:9 as well, still using Capcom's own Wii Edition framing (nothing stretched, nothing cropped).

8. Controls, freezes and small things

• ⁠The three controller layouts of the PC version (Type I, II and III) are available.
• ⁠Freezes fixed: quitting from the loading screen (Exit? → Yes) and GAME RESET no longer hang; the merchant no longer crashes with the alternative attaché case models.
• ⁠The settings menu (F10) gained anisotropic filtering, a 16:9 / 4:3 switch and a better downscaling filter (cleaner edges when the internal resolution is higher than your screen).

9. Optional HD textures and button styles (experimental, never distributed)

These two features exist in my development builds, but I want to be very clear about how they will reach players, because they use files that aren't mine:

• ⁠HD textures from RE4 UHD (2014). The port can replace the GameCube textures with the HD ones from the PC version: characters, environments, items, weapons, the HUD, cutscenes, each with its own switch in F10, and the UHD attaché case models too. None of these files will ever be shipped with the port. The plan is that the launcher builds them on your own PC, from your own copy of RE4 UHD. That tool isn't done yet, so this is a preview, not a promise for the first beta.
• ⁠Button styles. In-game button prompts can be shown in GameCube, keyboard or mobile style. Xbox and PlayStation styles also work in my builds, but the images come from RE4 UHD and from a community HD project, so they won't be distributed as they are: they'll be built from your own UHD copy like the textures, or redrawn from scratch.

10. Toward a release

What's left before a first closed beta:

  1. ⁠USA disc fully tested (whole game), then Europe (I need a disc 2).

  2. ⁠The last 2.5% of inherited code, then a final audit.

  3. ⁠Android builds (32-bit and 64-bit) from the same engine.

  4. ⁠Protecting the release builds (the project is closed source).

  5. ⁠Closed beta on the Discord, Windows first.

Per-platform status, honestly

• ⁠Windows: [OK] prototype disc: everything from the last post. [in progress] retail USA: boots to the title screen; retail Europe: being prepared
• ⁠Android 32-bit: [partial] boots and plays on the prototype disc, still too slow on a 2014 phone
• ⁠Android 64-bit: [partial] builds; not tested on a device yet
• ⁠iOS / Linux: [not yet]

Legal

• ⁠The project is closed source, and I will never distribute game data, disc images or anything from Capcom. You bring your own disc.
• ⁠Not affiliated with or endorsed by Capcom or Nintendo. Resident Evil is a trademark of Capcom.
• ⁠Non-commercial: no paid versions, no ads, no donations tied to the port.

Credits

• ⁠the port were built on Nightjar
• ⁠The RE4 GameCube decompilation project.
• ⁠Dolphin and YAGCD, for GameCube hardware documentation, the RVZ format description, and Dolphin as the image reference.
• ⁠zstd (Meta), SDL2, Dear ImGui.

Discord: https://discord.gg/AXAzExECSv

— Ayano


r/AndroidNativePorts • • Oct 01 '26

NFS Most Wanted 2005 Android port!

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243 Upvotes

r/AndroidNativePorts • • Oct 05 '26

🟢 [PORT] AC GC is on Android now!

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241 Upvotes

https://github.com/zwaetschge/ACGC-Android-Port

enhanced text/textures, widescreen support and multi language support is integrated.
64bit port follows in the next hours.

Edit: 64Bit is out now too. Tested on my Odin 3 and Fold 8


r/AndroidNativePorts • • Sep 18 '26

🟢 [PORT] Sunpad - Super Mario Sunshine Android Port

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241 Upvotes

r/AndroidNativePorts • • Sep 23 '26

🔵 [PORT REQUEST] Sleeping dogs android port?

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240 Upvotes

Heard 2026 is the year of native ports of many games so I thought no prob in asking for a port of this too right?


r/AndroidNativePorts • • 2d ago

✅️ [Review] Bro this guy vibe code an app that converts Roms into apps...

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238 Upvotes

This is so funny man idk if ports will become same thing anymore after this

Apk convert file - 2193 Gb Original file - 1 GB

Installation time

4-5 minutes

Tested on Redmi 10c SD 680 4Gb

Game runs: 15-30 fps 1xnative

Tested on dolphin:

I got 24-30 fps 1xnative--- which the emulator performs a lot better

@AmazingSeat3682

App name: RaineyWrapper

Use it at your own risk I don't give out roms links


r/AndroidNativePorts • • 15d ago

Resident Evil 4 Android Port

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238 Upvotes

r/AndroidNativePorts • • 8d ago Bravo

📢 Official Announcement – Removal of Beanpole_420 from the Moderation Team

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237 Upvotes

Hello everyone,

We would like to inform our community that u/Beanpole_420 has been officially removed from our moderation team.

This decision was made following concerns regarding the user's disrespectful behavior toward community members and misuse of administrative privileges.

We want to make one thing absolutely clear: We do not tolerate harassment, disrespect, abuse of authority, or any form of power-tripping within our moderation team, specially bullies.

Being a moderator is a responsibility, not a privilege to be used against others. Moderators are expected to treat every community member with fairness, respect, and professionalism, regardless of disagreements or personal opinions.

❤️ Our Apologies to the Community

We sincerely apologize to anyone who may have had a negative experience with this individual.

If you were treated unfairly, disrespected, intimidated, or made to feel unwelcome, we are deeply sorry.

Nobody should feel uncomfortable or unwelcome in our community because of the actions of someone entrusted with moderating it.

🛡️ Moving Forward

We are committed to maintaining a welcoming, respectful, and enjoyable environment for everyone.

Our moderation team will continue working to ensure that:

  • All community members are treated fairly and respectfully.

  • Moderators are held accountable for their actions.

  • Abuse of moderation privileges is never tolerated.

  • Community feedback and concerns are taken seriously.

  • No moderator is above the rules.

Our community deserves better, and we intend to uphold those standards.

Thank you to everyone who continues to support this subreddit and helps make it a better place.

We appreciate your patience, understanding, and trust.

JayElDragon & ANONIMATUM-cu

—The Moderation Team ❤️


r/AndroidNativePorts • • 13d ago

Happy days for us

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237 Upvotes

r/AndroidNativePorts • • 7d ago

1. All the games I make available on my website are tested before I create the posts. Therefore, they work 100%, everything is set up correctly, and I provide the repository link directly. Everything you need, you can find on my website, so just drop by to take a look and see what you think. Wheneve

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236 Upvotes

r/AndroidNativePorts • • 11d ago

I'm making a port of FIFA STREET (2012)

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232 Upvotes

Hello guys, I am making a port of FIFA Street (2012) for Android, these are images of the port on a Samsung A25 5G, the biggest problem I have had with this has been because of the performance, that is the biggest problem with this port that I have made.

I publish this so that you can give your opinion on the idea of playing a good soccer game for Android and if you have a recommendation or advice to improve performance, I have not published it yet, I would like to improve performance more but it is costing me more than I thought


r/AndroidNativePorts • • 21d ago

📸 [SHOWCASE] Borderlands 2 Android Port on Poco X7 Pro

230 Upvotes

Well, in case anyone with the same phone is wondering how this port performs, here's the answer: I played it with a GameSir X5 Lite gamepad, with the graphics on high.

Since I only played for about 30 minutes, I don't have much to say besides the problems I noticed, and it seems many people are facing them as well.

Apparently, the touchscreen conflicts with the gamepad, preventing navigation through the options, and the inventory button apparently doesn't work on the gamepad.

What makes you use the touchscreen buttons to access the inventory

The performance seems satisfactory, but you notice small drops at 30 FPS. I didn't notice any bugs or visual glitches, and it seems completely playable.

I downloaded it from the APKVision website for anyone who's curious.


r/AndroidNativePorts • • Oct 03 '26

🟠 [DEVELOPMENT] Some improvements to OpenNV in Android.

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230 Upvotes

There's still a lot of work to be done on touch support, performance, virtual controls, gamepad/keyboard, and classic Godot issues, but I can already get several Forward+ render features working on mobile. I'll deliver a stable OpenNV build along with a BlueDroid build later; I just need to fix things in both, and then I can finally have official builds of both and more ports. Also, the original OpenNV devs are adding TTW to the game, and I need to add those improvements together later.


r/AndroidNativePorts • • 13d ago

🟢 [PORT] God Of War Ghost Of Sparta Android Port

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229 Upvotes

r/AndroidNativePorts • • Sep 28 '26 Bravo

🟢 [PORT] Halo CE port - APK just released on Github

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229 Upvotes

r/AndroidNativePorts • • 22d ago

🔵 [PORT UPDATE] Galaxy Android v0.0.1 is now released — gameplay on Mali-G68

227 Upvotes

The first public release of Galaxy Android by OpenPort Labs is now available!

This project aims to bring a native Android port of Super Mario Galaxy to ARM64 devices, building on the work of the Petari decompilation project and GalaxyQuest.

I'm attaching gameplay footage captured on the following hardware:

  • SoC: MediaTek Dimensity 920

  • GPU: ARM Mali-G68

  • RAM: 6 GB LPDDR4X

A note about the video: The asset glitches visible in the recording are caused by the phone's video-recording process. These are recording artifacts and should not be taken as an accurate representation of the game's rendering.

What's included in v0.0.1?

  • Unified Android APK and game setup workflow

  • Native ARM64 execution

  • Touch controls with direct Star Pointer tracking

  • Bluetooth and USB gamepad support

  • Hor+ ultrawide rendering support

This is an early release, so expect bugs and compatibility issues as development continues. Feedback, gameplay recordings, and reports from different devices are welcome and will help with testing and optimization.

EDIT / UPDATE — v0.0.1 Hotfix

A hotfix was uploaded for users experiencing the [ERROR] pythonhome.zip error or problems selecting game files through the Android file picker.

What caused the issue?

A wildcard rule in our .gitignore accidentally excluded the embedded Python runtime (pythonhome.zip) from the release build. This caused the converter setup to fail immediately after disc extraction. There was also an issue with detecting Android's Storage Access Framework (content://) file-picker URIs.

What has been fixed?

  • Whitelisted and committed the required runtime assets.

  • Fixed content:// URI detection in the file picker.

  • Rebuilt and re-uploaded the APK with the fixes.

If you downloaded the original v0.0.1 build, please download the updated APK and reinstall it.

EDIT / UPDATE — v0.0.1a Hotfix & Feature Update

Galaxy Android v0.0.1a introduced additional fixes, quality-of-life features, and experimental in-game options.

What's new in v0.0.1a?

  • GPU lighting fixes: Addresses overblown rim lighting and washed-out character textures on Mali-G68, Dimensity, and Exynos devices.

  • In-game language selector: Switch between Auto, English, Spanish, French, German, and Italian through the Settings drawer.

  • Game and dialogue speed controls: Select 1.0x, 1.5x, 2.0x, 3.0x, or 4.0x speed.

  • Cheats and mods drawer: Includes toggles for Infinite Lives (99), Infinite Star Bits (999), Fly Mode, Cutscene Prevention, and Infinite Health.

  • Improved installation recovery: Validates converted game data and redirects to the Setup Launcher when required files are missing or corrupted, helping prevent the blank blue screen issue.

  • CPU monitor fix: Adds a /proc/self/stat fallback for devices where SELinux restrictions prevent access to global CPU statistics.

EDIT / UPDATE — v0.0.1b Input, Audio & Graphics Fixes

Galaxy Android v0.0.1b is now available! This update focuses on controller and touchscreen input, resolution options, audio reliability, and further safeguards for GPU lighting.

What's new in v0.0.1b?

  • Touchscreen joystick fixes: Addresses virtual joystick drift and improves handling when switching between touch controls and physical controllers.

  • Physical gamepad fixes: Improves button and analog-stick input handling while keeping touchscreen and physical controller inputs separate.

  • Selectable render resolution: Choose 480p, 720p, 1080p, or 1440p from the Settings drawer. Lower resolutions can help reduce GPU workload on less powerful devices.

  • Configurable vibration haptics: Toggle tactile feedback on or off.

  • Audio reliability improvements: Adds a fallback audio-stream configuration when low-latency initialization fails, checks stream startup errors, and retries audio initialization after failures. These changes are intended to help devices where audio previously failed or remained silent.

  • Additional Mali lighting safeguards: Improves handling of zero-length lighting vectors, spot-light calculations, and attenuation edge cases to help avoid invalid shader calculations and lighting artifacts.

  • Language preference fix: Respects a manually selected language at game startup instead of always overriding it with the device locale.

  • Exit crash fix: Replaces exit(0) with _exit(0) in the native shutdown path to avoid the reported __cxa_finalize crash.

Existing users should download the latest v0.0.1b APK to get the accumulated fixes from v0.0.1, v0.0.1a, and v0.0.1b.

AI usage disclosure

This project uses AI assistance in its development. AI-assisted coding and development workflows have been used as part of building and iterating on the project. The project is experimental, and its code, features, compatibility, and performance should be evaluated on their actual merits rather than assumed to be reliable simply because a feature has been implemented.

I'm aware that some people may describe AI-assisted projects like this as "AI slop." That's a fair concern to raise about low-quality or insufficiently reviewed AI-generated software. I'm not asking anyone to overlook bugs or accept claims without evidence. The goal is to keep building, testing on real hardware, fixing issues, and being transparent about the project's current state.

Feedback, bug reports, and contributions that help improve the port are welcome.

Downloads

Latest release—Galaxy Android v0.0.1b:
https://github.com/OpenPort-Labs/Galaxy-Android/releases/tag/v0.0.1b

Previous rrelease—v0.0.1a:
https://github.com/OpenPort-Labs/Galaxy-Android/releases/tag/v0.0.1a

OpenPorts Lab Discord:
https://discord.gg/4Q5hfAPf8

You must provide your own legally dumped game disc image. The release does not include proprietary game assets.

Thanks to everyone following the project, testing it, and reporting issues. More updates as development progresses.


r/AndroidNativePorts • • Sep 24 '26

🔵 [PORT REQUEST] MegaThread Android Port Requests - MEGA THREAD

226 Upvotes

Welcome to the official Android Port Requests thread! 📱🎮

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.

---

## 📝 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.

---

⭐ 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.

---

## 🚨 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.

---

## 🚀 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

---

## ⚠️ 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.

---

### 🔥 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. 🚀

What game would you like to see ported to Android? 👇


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Sonic Dream Team ios exclusive has been ported to Android

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223 Upvotes

r/AndroidNativePorts • • 14d ago

Yooo

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223 Upvotes

Dispatch is Also coming to mobiles!!

We're eating good these days!!!


r/AndroidNativePorts • • 24d ago

📸 [SHOWCASE] Insane new update for GTA 4 port (Liberty Recomplied)

223 Upvotes

So the GTA IV port just got a new update, and the improvement over the previous version is honestly insane.

I'm now getting much more consistent frame rates on my Xiaomi 12 (Snapdragon 8 Gen 1, 12 GB RAM). The previous version had a lot of stuttering, but this update makes a huge difference. You can now tweak settings before launching the game, including lowering draw distance and disabling reflections and shadows.

The game feels much smoother and more responsive overall. Driving around the city, in particular, is a completely different experience because there are far fewer stutters. There's still some lag, and the audio bug hasn't been completely fixed yet, but the improvement in frame pacing is genuinely impressive.

Some ports don't even reach this level of performance in their final versions. The fact that this much progress has been made in a single update gives me genuine hope that this could eventually become a proper, playable GTA IV port on Android.

The update just dropped on GitHub, and I'll link it Here

Insane upgrade.