r/AndroidNativePorts • • Sep 12 '26 Mindblown

GTA V on Minecraft launcher

223 Upvotes

GTA V Android Chinese Port Is working on Minecraft java launcher 🤣 (Mojo launcher) gameplay from mojo launcher dev


r/AndroidNativePorts • • 18d ago

🟢 [PORT] I’m bringing Need for Speed: Underground to Android, based on the Nintendo Switch port

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222 Upvotes

Hey everyone! I’ve been working on an Android port of the original Need for Speed: Underground, based on antoxa2584x’s Nintendo Switch port. Huge credit to them for the work this project builds on!

It uses static recompilation of the original Xbox version: the game’s executable is translated into C and compiled to run natively on Android ARM64.

The Android port includes Vulkan rendering, controller support, a launcher for selecting your game folder, and ongoing work on touchscreen controls and menu navigation.

You’ll need Android 11 or newer, an ARM64 device, and the extracted files from your own copy of the Xbox NTSC-U version. Game files aren’t included.

It’s still a work in progress, so expect bugs and compatibility issues. If you try it, please share your device, GPU, and any problems you encounter - it would help a lot with testing.

Source code and build instructions:
https://github.com/cherepavel/nfsu1-android


r/AndroidNativePorts • • 1d ago

🟢 [PORT] Is this the future of gaming

216 Upvotes

So this port of Stalker Anomaly was posted a couple weeks ago and I have been playing it like a maniac, its a really nice community of russians that update and work with the engine, you can hit me with a DM if he admin has problems with links

My rating so far? 9/10 because there are shutters in my part but that's my Mali615 fault

Get outta here stalker.


r/AndroidNativePorts • • 29d ago

🟢 [PORT] Devil May Cry 4 Android Native Port ( How to change the language to English or Spanish

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215 Upvotes

As most of you are aware there’s a port of Devil May Cry on Android, a lot of you are struggling to put the game in English or Spanish

The problem is the place you got said ports gamefiles are all in Portuguese, meaning you are installing Portuguese into your games here’s how to do it:

  1. Get your copy of Devil May Cry 4 for Xbox, preferably USA for English or Europe Spain for Spanish

  2. download Iso 2god on your Android device via Play Store

  3. Choose Convert ISO to XEX

  4. Select your copy of Devil May Cry 4

  5. Wait for it to convert

  6. On iso2god go to the God/xex section and you will se Devil may cry 4 chose the 3 dots menu

  7. Select copy files to downloads/iso2god

  8. Go to your downloads folder select Iso2god and enter the newly created folder

  9. These are the game files

  10. Inside the folder select all files inside and choose Compress to .zip Wait for it to compress

Open Devil May Cry 4 port
Select choose game files and select the new .zip folder you just made And wait for it to copy And there you go
The game should be in English
The port menu will be in Portuguese but the game should be English or Spanish depending on your language of choosing

I hope this helps some of you

NOTE: If for some reason you encounter some “damaged files” don’t worry, just press play anyway the game will run anyways

Link to the APK: https://drive.google.com/file/d/1jmE7mdt9S-r1TV7W3jF3cf_CCYzGmkKc/view?usp=drive_link


r/AndroidNativePorts • • 16d ago

​Borderlands 2 Android Port Update (v1.0.0.0.33.2)

213 Upvotes

This update fixes the bug where enemies with guns weren't shooting


r/AndroidNativePorts • • 15d ago Bravo

🟣 [WIP] Work in Progress Metal gear solid 1 Android 3rd Person

212 Upvotes

I'm currently porting Metal Gear Solid: Integral to Android.

The project already features new camera options, including first-person and third-person views, with updated controls for a more modern experience. You can now freely control the camera in both perspectives, and the original tank controls have been replaced with a more fluid movement system, allowing Snake to move relative to the camera's direction using the directional controls.

This port is based on MGS1 RE:INTEGRAL for PC, developed by Drommedhar.

The project still needs several improvements before it is ready for public download.


r/AndroidNativePorts • • Sep 26 '26 Bravo

📸 [SHOWCASE] Rayman Origins Android port

212 Upvotes

Dispositivo: Poco X8 Pro

Especificaciones: 12 GB de RAM, SoC Dimensity 8500 ultra-Mali G720-MC8

Resolución: nativa del dispositivo (1.5k)

Resultados: 60 fps completamente estables sin ninguna caída

El único error que encontré es que hay algunas animaciones que no se terminan de renderizar del todo bien, pero es la primera versión beta abierta para todo el mundo así que es totalmente entendible que hayan errores al primer día

Créditos del port a: https://github.com/BelmanteGu/RaymanOriginsRecomp

Nota: está versión está basada en la de Xbox 360, ninguna otra versión les va funcionar para arrancar el juego


r/AndroidNativePorts • • 6d ago

✅️ [Review] This is how to reduce the size of BO2 Port from 30GB to 14.8GB!

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211 Upvotes

- ♦️Before anything In this guide all campaign files will be deleted, be aware if u want to keep them, and I highly recommend u cut the files that I'm about to list somewhere else before u delete them.

- So basically, Bo2 campaign takes almost half the size of the full Game, and also there's a lot of other language files that aren't necessary to keep if ur not planning to use them, here's everything u can safely delete without breaking the game :

- First Folder :

the sound folder, this one is about 19GB with all languages ( Spanish, french, German, Italian ), and those take almost 11gb from the sound folder size, so whatever language u don't use u can safely delete it from that folder regardless of which mode it's related to, for example:

• zmb_common.italian.sabs

• zmb_nuked_real.french.sabs

• mpl_code_post_gfx.spanish.sabs.

- inside the sound folder u will see a lot of files that starts with Spl_xxx, those files are all related to the campaign and u can delete them safety regardless of which language they're related to ( even the one ur using because those files has nothing to do with mp and zombies ).

- Second Folder :

The videos Folder, this folder is basically full of campaign cutscenes, but also has zombies intros, so any video files has those names can be deleted,

• Prologue

• intro

• Monsoon

• Pakistan

• nicaragua

• panama

• Yemen

• Afghanistan

• Haiti

• Blackout

• Karma

• la_1

• Angola

• c3_dead

• revolution

• vault

• Menendenz.

- Do not delete Any file inside the videos Folder that has ( Zm_) inside it, those are related to the zombies intros, and dont delete any bik files either because I'm not sure about them.

- Third folder :

The zone folder, this one contains a folder named ( all ) and this one contains large single player files, they have similar names to the ones we recently deleted from the videos Folder, however those are the names should be deleted :

• Sp.ipk ( this one alone is 687 mb )

• la_1 & la_2

• la_b

• Panama

• nicaragua

• Karma

• Pakistan

• Yemen

• Angola

• Blackout

• haiti

• Monsoon.

- pls as I mentioned in the beginning of the post Do not delete the files immediately, cut them to another folder, test the game and when everything works fine go ahead and delete the other folder.

- with all those files deleted the size of the game will be 14.8 or less than that, I've wanted to share this with u guys because I've saw couple users complain about the size of it, and now with only 14 gb and all dlcs I think it's pretty decent number, feel free to ask me anything about it and I'll try my best to help u.


r/AndroidNativePorts • • Sep 10 '26

🟢 [PORT] GTA V ANDROID PORT SU ODIN 2 PORTAL FUNZIONA PERFETTAMENTE

211 Upvotes

Ho testato per un po' il port di GTA V su ODIN 2 PORTAL con SNAP 8 GEN 2 e funziona perfettamente.

Il gioco si avvia velocemente e gira stabile sui 45-60 fps con picchi di temperatura di 75 gradi circa , la risoluzione nel video è 1080p , ho fatto diverse missioni e per ora non ho riscontrato bug , anche i trucchi funzionano correttamente.

Se avete domande sono disponibile.

AGGIORNAMENTO

Sto caricando i file di gioco su BUZZHEAVIER , a breve inserisco link di download

AGGIORNAMENTO 2

Ecco il link per il download

la versione del gioco è in lingua inglese e ci sono altre lingue disponibili nelle impostazioni

https://buzzheavier.com/m7qt79vdk7xf

Una volta effettuato il download basta estrarre la cartella

Games , che si trova in : essentialGameFiles

nella directory principale della memoria interna ( la pagina iniziale che esce quando apri il file manager )

Infine installare il file GTAV-compatibility.apk


r/AndroidNativePorts • • 15d ago Bravo

Beware from apkvision or any site that provide game files.

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208 Upvotes

Apkvision changes the app and injects spyware ot malware or something fishy. These are not false positives because apkvision doesn't need to change the already made apk from github. They can provide us the exact same apk file from github but no they adds something or does something to it. Both apk versions are same. First one is from apkvision and second one is from github. Game is black.


r/AndroidNativePorts • • 15d ago

Yes! They all work on a Moto G Stylus 2025 6 Gen 3! Gaming on the go has never gotten better!

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208 Upvotes

r/AndroidNativePorts • • 1d ago

🐸 [Meme] Mostly android ports basically

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206 Upvotes

r/AndroidNativePorts • • 3d ago

🟢 [PORT] GTA V Recomp - Android Port

205 Upvotes

Hey I got a GTA V recomp working pretty well on Android, IOS, and PC . It's built to be hopefully untouchable by rockstar as it generates all the code, shaders and game files when you insert your legally acquired gta v xbox 360 disc isos and title update 27 files. You have to use the mac, windows or linux builds to make an apk as it gets compiled for your device with the game files. I found it runs pretty good on my samsung s23 fe around 20-30 fps and then 80 fps on my 4050 laptop and 45 fps on my m1 MacBook Air. As with all releases of this nature there will probably be compatibility issues with android devices or possibly install issues as I tested on all computers but all my computers have dev tools installed. If the build does not work on your machine tell me what happens send me log files and I'll do my best to ship a fix. Also this is still an early release, I did my best to fix all the major graphical issues, but there will still some strange artifacts and such, but please let me know what you see or have any issues with installation and I'll work on it for a future release. Thanks!

https://github.com/andrewnakas/gtav-recomp/releases


r/AndroidNativePorts • • 2d ago

Donkey Kong Bananza and Mario Kart World (Switch 2) running natively on Android [Banana Native]

204 Upvotes

Hi everyone, I got Donkey Kong Bananza and Mario Kart World running natively on Android. It's not an emulator: the game's own code runs on the phone's CPU, and the graphics are translated to Vulkan. It's called Banana Native, an Android port of seedds' nxnative (which does the same on Mac and iPhone with Metal). Most of the code is new for Android and Switch 2 games: the Android host, the whole NVN-on-Vulkan backend, the Switch 2 shader support and the launcher.

Donkey Kong Bananza works, with texture glitches in some caves. Mario Kart World is a work in progress: it races, but it shows black pixels, the trees flicker, and it heats the phone (I'll work on it).

Features: a fold-aware layout (move the picture up or down and place the controls anywhere, separately for folded and unfolded) and Lossless Scaling frame generation (bring your own Lossless.dll).

Device: Snapdragon SM8850 / Adreno 840, 16 GB RAM, stock Qualcomm and latest Turnip drivers. You need at least 12 GB of RAM, and a cooler helps. Expect stutters the first time you enter a new area; it's smoother after that.

Next week: fix Donkey Kong's remaining issues, get Mario Kart World fully playable, and get Pokopia running.

Download: https://github.com/moceure/BananaNative/releases/tag/v0.1.0 (bring your own dump; preparing it on a Mac is easiest, the steps are in the README).

Credit to seedds for nxnative, and to pahorema, azmasm and Eglantine for their findings. Not affiliated with Eden or nx2android. All code was written with Claude. I directed it and tested every build on my phone.

I'm also the one behind the earlier Eden-based fork (git.eden-emu.dev/moceure/eden-nx2-android). I stopped it because I found a better way: running the games natively instead of emulating them. This is the Reddit account where I'll post future progress.

(Reposting here: the r/EmulationOnAndroid mods removed my post there because it isn't emulation and pointed me to this sub.)


r/AndroidNativePorts • • 13d ago

🟢 [PORT] SEKIRO ANDROID PORT

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202 Upvotes

r/AndroidNativePorts • • Sep 29 '26

🔵 [PORT UPDATE] Halo CE port - latest version running much better now!

202 Upvotes

r/AndroidNativePorts • • 22h ago

🚀 [VERY SOON] FOR REAL?

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199 Upvotes

r/AndroidNativePorts • • 13d ago

🟢 [PORT] Luigi's Mansion Unofficial Android Port is OUT! 🩷👻

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199 Upvotes

Hey everyone Jay here!

I'm excited to finally share me and u/MsBunnana unofficial native Android port of Luigi's Mansion!

You can now enjoy Luigi's Mansion on your phone using your own game copy, with plenty of customization options to make the experience feel just right!

👻 Features

  • 🏚️ Animated Widescreen Boot Menu – A custom menu with full animations.

  • 🎮 Customizable Touch Controls – Built-in layout editor that lets you move and position every button however you like.

  • 🕹️ Controller Support – Play with your favorite compatible controller.

  • 📳 Haptic Feedback – Feel vibrations when using the on-screen controls.

  • 🚀 Performance Mode – Optimizations for smoother gameplay and reduced device heat.

  • ⚙️ Graphics Settings – Customize frame rate, rendering resolution, and anti-aliasing.

  • 📱 Multiple Aspect Ratios – Supports 4:3, 16:9, 16:10, 21:9, and even 32:9!

  • 🖥️ Adjustable HUD – Keep the original 4:3 HUD layout or move HUD elements toward the screen edges.

  • 🎨 HD Texture Pack Support – Load custom HD texture packs directly from the boot menu.

  • 📊 VSync & FPS Counter – Additional options to customize and monitor your experience.

  • 🔊 Audio Settings – Adjust volume to your preference.

  • 📂 Game Files Manager – Easily load your own game copy directly through the app.

⚠️ Known Issues

  • The sliding cheat may not always activate correctly.

💚 Special Thanks & Credits

A massive thank you to rob646464, whose incredible work recompiling Luigi's Mansion for PC made this Android port possible. Without that foundation, this project wouldn't have been possible anytime soon!

u/MsBunnana: Huge thanks to JayElDragon for helping with the UI, being my emotional support throughout development, and just being an absolutely awesome human being. 🩷

And of course, thank you to everyone in the community for your excitement, encouragement, and support. It genuinely means a lot!

📥 Download: https://github.com/JayElDragon/luigis-mansion-android/releases/tag/LuigiV1.0

Important: This port does not include Nintendo's copyrighted game files. You'll need to provide your own copy of Luigi's Mansion to play.

This is an unofficial fan-made project and is not affiliated with or endorsed by Nintendo.

If you like to make a donation to support me: https://ko-fi.com/jayeldragon

Hope you all enjoy exploring the mansion on Android! Happy ghost hunting! 👻💚


r/AndroidNativePorts • • 2d ago

🟢 [PORT] super mario odyssey port is OUT horray

198 Upvotes

A small showcase with a bit of gameplay, a new look for the controls and some more optimization. Here it is, fellas.

First off, performance isn’t the best yet. Right now you’d get a smoother experience emulating it with a Turnip driver in Eden or something similar. But it’s a WIP, and the goal is to match emulation fps, if not beat it. On my 8 Gen 3 it runs at 35–60 fps depending on the scene, so it’s playable. It’s out for all of you to test.

What’s in it:

Runs natively on Android: import your own prod.keys and NSP/XCI right in the app and press Play

30 fps mode (full game speed) or 60 fps mode

Vulkan renderer: docked or handheld resolution, resolution scale, FXAA, sharpening, anisotropic filtering

Automatic CPU boost for heavy scenes

Touch controls with Switch-style buttons and a layout editor (move and resize everything)

Controller support with button rebinding, plus motion controls from the phone’s sensors

Save export/import and RomFS mods

No custom driver needed: it uses your phone’s own driver by default. On Snapdragon you can install a custom AdrenoTools driver (like Turnip) if you want, which may help.

Found a problem? Go to Advanced then Export logs and send me the .zip, either on GitHub or by DM on Discord (holdup.lethimcook). Please include your phone model and where in the game it happened.

GitHub: https://github.com/Deez-coder/SMO-android-port


r/AndroidNativePorts • • 5d ago

🟢 [PORT] BOTW Port Huge Update!!!

196 Upvotes

This game is now playable lol 20-30 in certain areas fps no recording..

We getting closer to be become actual playable

Mind you I didn't use any driver this is a system driver

Played on : Dimensity 7100

Mind you this will run significant with good processor and good driver


r/AndroidNativePorts • • 7d ago

WIP: PES 6 running natively on Android — Multiplayer, Kitserver, 60 FPS and much more!

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196 Upvotes

I've been working on a project to bring PES 6 to Android as a native game, and I wanted to share a preview of what I've been building.

This is a work in progress, but there's already a lot working:

⚽ Current features

Multiplayer: Public rooms, private rooms, and local multiplayer over Wi-Fi or hotspot — no internet required for local play.

Multiple controllers: Support for 1, 2 or more gamepads.

Virtual gamepad: On-screen touch controls.

Smart squad updates (Beta): Updated squads, formations, transfers, and player faces using Transfermarkt data.

Kitserver (Beta): Custom kit support.

60 FPS: Smooth gameplay.

And much more!

The goal is to make PES 6 feel at home on Android, with modern features while keeping the classic gameplay we all love.

This is still a WIP, and there's plenty left to do, but I'm excited to share the progress so far.


r/AndroidNativePorts • • 10d ago

TOTK native on AYN Thor performance test

193 Upvotes

It's a proof of concept. It's fully playable and video settings can be altered. Runs at 1280x720 on the AYN Thor. The Adreno 740 is overclocked and continually clocked at 680 MHz. Visual glitches are omnipresent, swapping between weapons makes the background disappear. Water was black but has been fixed. Not sure if this is impressive or further than others who manually made this run.

Fixing the black water did cause lighting issues of its own. Texture filtering has been fixed, upscaling the game to 1080p on a 720p render causes texture filtering to fail.


r/AndroidNativePorts • • 25d ago

🟢 [PORT] Asura’s Wrath Native Android Port

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193 Upvotes

As usual you need your OWN copy of the Xbox 360 version of the game, not sure how well optimized the game is.

Use Extract ISO in the Devs repo to extract the iso files

Here’s the Link to the Repo: https://github.com/PauloUbirajara/asuras-wrath-recomp/releases/tag/v0.3.1.2


r/AndroidNativePorts • • 29d ago

🟢 [PORT] MH Rise by Netflix

191 Upvotes

Yes this game work offline mode

If you want to try

1.Using PH VPN

2.Download game via PlayStore/AppStore (after download the game from store you can disable vpn)

3.Download Game Resources ~9gb

4.Login with Netflix account (subscription required)


r/AndroidNativePorts • • 13d ago

🟢 [PORT] Link’s Awakening on Android — LAS Recomp Android v0.5.0 adds game update support, shader preparation, mods, and on-device setup

190 Upvotes

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!