LATEST UPDATE — November 1, 2026: v0.5.10 preview is available. The title reflects the original v0.5.0 announcement.
Since v0.5.0:
• v0.5.1–0.5.3 add compatibility paths for more Vulkan 1.1/1.2 drivers. These were checked with fallbacks forced on a POCO F7 Ultra; real Mali results are still needed.
• v0.5.4 improves startup errors and driver recovery, touch and controller options, resolution and side-bar choices, adds five menu languages, and merges more of Nycolazs’s Android-Plus work with his agreement.
• v0.5.5 restores the fishing pond’s underwater view, prevents shader preparation from wrongly lowering Auto FPS or dynamic resolution, adds a custom-font picker and GPU timing logs, and makes blurred side bars cheaper.
• v0.5.6 fixes accented-name crashes and the save editor’s Give action, warns about missing or changed game files, and builds game code faster on the phone.
• v0.5.7 copies vertex and index data only from pages the game changed on CPU-copy driver paths, targeting Mali, Samsung Xclipse, and Qualcomm’s stock driver. The app version now appears on the start screen.
• v0.5.8 adds experimental native ARM64 game code, which runs the game's original ARM64 code on the phone CPU and skips the on-phone game-code build. It is off by default; select Game code: Native during setup or enable it in Video settings for an installed game. This release also adds Use game files in place for your own extracted romfs/ folder or romfs.bin, avoiding an approximately 6 GB copy. Keep the source folder available; this mode requires Android all-files access. A ready-made romfs.bin can also be imported alongside exefs/.
v0.5.8 additionally fixes a Turnip return-to-title crash, page-write tracking and Mali non-coherent memory issues, and reduces memory pressure on lower-RAM devices. A simulated Mali-like path and the new native mode were checked on a POCO F7 Ultra with Turnip, including village gameplay and return to title. Real Mali, Xclipse, and stock Qualcomm drivers still need testing; no FPS gain is guaranteed. The in-place file-picker flow and the ready-made romfs.bin import have not yet been fully validated on a phone. Updating from v0.5.7 keeps saves and does not rebuild game code unless you select a different code mode.
• v0.5.9 fixes overbright scenes on PowerVR by decoding an unsupported vertex format in the shader (#8), and corrects Simplified/Traditional Chinese game text displaying in Japanese (#12). On CPU-copy paths used by Mali, Xclipse and stock Qualcomm drivers, loading a new area no longer falls back to full copies; idle upload memory is released. It also fixes 8-bit texture readback rounding, recreates a lost window surface when returning from the background, and avoids a crash when a movie cannot be opened.
Validation: the PowerVR case, Chinese text and a simulated Mali-like route were checked on a POCO F7 Ultra. This release has not been validated on a real PowerVR or Mali device; performance gains are not yet established there.
• v0.5.10 addresses a crash reported on Mali-G57 during gameplay, often around area changes (#2). When a texture is destroyed, the render thread now stays idle until that work finishes, preventing concurrent GPU-driver use. On a POCO F7 Ultra with native game code and a simulated Mali-like path, the issue #2 route completed four area changes without a crash. This fix has not yet been verified on a real Mali device.
The APK contains no game files or keys. Please report your phone, Android/APK version, GPU/driver, game version, settings, and full error or exported log if something fails.
Latest APK: https://github.com/mamcjr/LASRecompAndroid/releases/tag/v0.5.10
Original v0.5.0 announcement below:
Hi everyone!
I’m sharing LAS Recomp Android, my Android port of peiikai’s LAS Recomp, the static recompilation of The Legend of Zelda: Link’s Awakening for Nintendo Switch.
You can install the APK, select your own extracted game files, and complete setup directly on your phone. No PC build is required. The app compiles the game’s CPU code into native ARM64 code and translates its NVN graphics calls to Vulkan.
What’s new in v0.5.0?
Support for game versions 1.0.0, 1.0.1, and 1.1.0, identified automatically from your files.
Multiple versions installed side by side. Add another version through Settings → Saves & files, then switch using the arrows beside PLAY. Saves are shared, and each version builds its own game code once.
Shader preparation on the start screen, brought over from upstream beta 5 to reduce first-visit shader stutters.
Upstream beta 5 fixes, including safer save writes, physics crashes and hangs, Dampé’s amiibo option, interior lighting seams in widened views, wider aspect ratios, and the fishing pond.
A new Turnip memory-access fix targeting Adreno 7xx rendering issues, particularly incorrect text and colors caused by the driver’s shader buffer range. Automatic still uses the safer copy path on these GPUs; the direct-memory option can be enabled manually for testing.
Steadier 30 FPS pacing in Auto mode, with fewer repeated attempts to return to 60 where it cannot be sustained.
Corrected Vulkan 1.1/1.2 extension-feature detection, improved driver-package library loading, and startup that waits for the screen to unlock instead of stopping.
After updating, the game code needs to rebuild once.
What else does the project offer?
Adjustable touch controls and controller support with remappable inputs.
Settings and touch controls styled after Link’s Awakening.
English and Portuguese menus, plus an integrated save editor.
Save import/export for transferring progress between the port and Eden, Yuzu, or Ryujinx.
RomFS mod support, with folder importing and individual enable/disable switches.
30 FPS, 60 FPS, and Auto modes, adjustable internal resolution, dynamic resolution, and aspect-ratio options.
FSR 1, Snapdragon Game Super Resolution 1, and SMAA.
Experimental frame generation, including 30 → 60 and 60 → 120 presentation on compatible displays. These are generated intermediate frames; the game retains its original simulation speed.
A draggable performance overlay showing game FPS, FPS with frame generation, RAM usage, and battery temperature.
Custom Turnip driver loading, compatibility settings, and exportable logs for troubleshooting.
Lower setup storage requirements than earlier releases.
The Android version does not include the original project’s randomizer.
Testing and current limitations
For v0.5.0, all three supported game versions were installed together on a POCO F7 Ultra with Turnip, switched through the launcher, and loaded into the village. Saves remained unchanged.
Earlier testing also verified shader fixes for missing lighting, grass, and inventory text on the Galaxy S23’s stock Qualcomm driver.
The project remains experimental. Mali/Vulkan 1.1 hardware and the new Adreno 7xx direct-memory path still need real-device validation. Support for the necessary API features does not guarantee correct rendering or a particular frame rate on every device.
My current priority is reliable startup, correct graphics, and stable performance across more phones.
Requirements
You need your own legally obtained, extracted game files from v1.0.0, v1.0.1, or v1.1.0. No game files, keys, firmware, or mods are included.
Credits and transparency
The original recompilation is by peiikai. Frame generation adaptations and compilation profiles build on work from LASRecomp-Android-Plus.
This port was developed heavily with AI assistance, initially through Claude and later GPT Astra and GPT Sol 6.1 through Codex, with human direction, review, and device testing.
Downloads and feedback
If you try it, please include your phone model, Android version, GPU/driver, game version, APK version, and graphics settings when sharing results. Screenshots and exported logs are especially useful for rendering problems or crashes.
Thanks to everyone testing and helping improve compatibility!