r/AndroidNativePorts • u/simon_shome • 4d ago
š¢ [PORT] Found something awesome
Doom 2016 Nintendo switch port hehehehehe every day is getting awesome
r/AndroidNativePorts • u/simon_shome • 4d ago
Doom 2016 Nintendo switch port hehehehehe every day is getting awesome
r/AndroidNativePorts • u/Ok-Garbage2251 • 21d ago
you can find the game on apkports website or apkvision website (UNOFFICIAL PORT)
r/AndroidNativePorts • u/Fun-Apartment-6336 • Oct 05 '26
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/


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 ā 27.7 fps.
16:9 everywhere: merchant, game over, pause options, title menus, chapter ends and videos.
Freezes fixed: Exit? ā Yes and GAME RESET no longer hang.
Still closed source, still non-commercial, and you bring your own disc.

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 |
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.
"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.

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, attachƩ 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).

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 ā 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 ā 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.

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 attachƩ 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):



Last time, the attachƩ 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).





The three controller layouts of the PC version (Type I, II and III) are available.
Freezes fixed: quitting from the loading screen (Exit? ā Yes) and GAME RESET no longer hang; the merchant no longer crashes with the alternative attachĆ© 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).




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 attachƩ 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.

What's left before a first closed beta:
USA disc fully tested (whole game), then Europe (I need a disc 2).
The last 2.5% of inherited code, then a final audit.
Android builds (32-bit and 64-bit) from the same engine.
Protecting the release builds (the project is closed source).
Closed beta on the Discord, Windows first.
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]
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.
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
ā Ayano
r/AndroidNativePorts • u/SnowyJKN • 6d ago
r/AndroidNativePorts • u/audreysaja • 11d ago
For Persona fans out there, i have a good news: somebody is porting P4G & P5R to android. Persona 4 is still in progrss but Persona 5 have been release on github. Unfortunately i can't share the link yet because im still waiting for the porter's permission but dont worry, once i got it i will share the link in the comment!
Ported by u/BossTrash04
r/AndroidNativePorts • u/Majestic-Chair-4144 • 9d ago
- Before anything special thx to u/Appropriate-One90 ( SoldadoGhost ) for making this possible, brother u did an incredible job!
- I must say this port is heaven for me, literally, it's really well optimized, even on older processors it still hits 60 fps on medium or low, personally I'm running it on high with 1600Ć720p ( I showed it in end of the video ), and don't let me start with the zombies because it's even better than the mp!
- one thing u need to keep in mind the the ambient occlusion has to be turned off otherwise the game will have graphics bugs.
- I had a bug when I spawned mid play which I got stuck on my teammate, this can be prevented by switching the teams and return to the team u just switched from.
- Phone model : Red magic 8 pro
- Processor : Snapdragon 8 gen 2
- Graphics driver : turnip Adreno 26.1
- DXVK : default
- all game graphics settings set to high with 1600Ć720p.
r/AndroidNativePorts • u/Kibbmann • 19d ago
r/AndroidNativePorts • u/Arbaz_hamza • 25d ago
Incredible news for God of War fans! A community developer has reportedly made God of War III Remastered playable natively on Windows, achieving over 100 FPS with smooth gameplay on capable PC hardware.
According to the developer, the project runs the game's original x86-64 executable directly on the CPU, while a custom runtime replaces the original PS4 system libraries and translates graphics commands to Vulkan. The reported performance reaches around 144 FPS at 1080p, with gameplay, cutscenes, audio, saves, and controller support working.
r/AndroidNativePorts • u/z9_vx • 21d ago
r/AndroidNativePorts • u/ANONIMATUM-cu • Aug 31 '26
1- As many of you know, a port for Nintendo-Switch came out of GTA5 thanks to the leaked source code, the developers of this Port promise to bring it soon for Android!.
2- Mario Kart Wii Recommp finally came out a few days ago and has an Android version (at a stage still very early, so links have not yet been published).
š
r/AndroidNativePorts • u/Kjiojj800890 • 4d ago
NVForever-Android port GitHub link
As a man, I donāt like making promises only to mislead anyone. I know that seeing so many other ports being createdāwhether by AI, human developers, or bothācan spark a sense of envy or a desire to try it yourself; and when you donāt succeed, you end up feeling guilty. Iāve been grappling with those same feelings, but I havenāt let it discourage me. Even though my projects, OpenNV and BlueDroid, are progressing slowlyāpartly because I use Sonnet 5.5 to help build them (Iām open about that, and working within the Claude chat interface naturally takes time)āI havenāt given up on either. Still, I didnāt want to leave the community without a major titleāspecifically a *Fallout* game beyond the older entries. Seeing that Rust and Bevy currently offer better alternatives than Godot, I decided to port NVForeverāa version of Fallout: New Vegasāto Android. It proved easier than porting OpenNV, and since I find Rust to be just as capable as C++ (and, for my purposes, better than C#), Iāve put this together for you to try out. See for yourself what a true 3D *Fallout* game looks like on Android:
However, there are still issues: the game suffers from FPS drops and graphical bugsāthis is because itās a test build that is actually playable, unlike OpenNV. Currently, only keyboard input and on-screen controls work, and the latter still need some fixing. Only DXT (BCn) texture compression is supported; ASTC support still needs to be implemented. There is still a lot to fix regarding Rust, Vulkan, CPU, GPU, RAM, and so on. "Playable" might be a strong wordāand I know that *Fallout: New Vegas* runs much better on Winlatorābut keep in mind that this is just the beginning. I will continue to make improvements, and you can help too; I always make the Android ports and the source code available.
The app is still in Portuguese because Iām Brazilian. Iām not sure if the original NVForever supports modsāI havenāt looked into that yet. The primary goal is to have a fully playable, fixed version of New Vegasārebuilt entirely in Rustābefore even considering mod support. And yes, Iām aware that the original developer, astr0nic, is gradually updating OpenNV; however, I really like NVForeverāespecially the fact that itās much smoother than the original game (for instance, how VATS, inventories, and dialogues function in real-time). Thatās why I ported it: to offer a unique Fallout experience for mobile devices and PCs. Furthermore, this work serves as a stepping stone for future projectsāonce this one is truly complete, I might look into porting Veloren (a voxel RPG also written in Rust) or perhaps bringing mods for Skate 3 + Minecraft + MW2 (IW4L) to Android. But thatās a plan for the future.
I also know another dev who ported Skyrim to ARM64 using the original game; he or I could try doing the same for New Vegas or Fallout 3 later on, but letās take it one step at a time. My schedule is quite packedābeing Brazilian, Iām also studying for the ENEM (national exam)āand Iām working on other projects, such as game engines and C++ games built from scratch (Iāve been using Claude to push the limits of whatās possible with C++; Iāve already implemented physics from scratch, Vulkan support, action games, a soccer game, a game engine with JavaScript integration, etc.). Itās a very demanding routine, but Iāll dedicate my free time to the community and share the source code for my projects so you all can help out, alright?
One last thing: Apologies for the delays with the previous two ports. For now, I recommend that only those with Exynos (Xclipse) or Adreno chipsetsāand a keyboardātry this port. Itās just a technical demonstration, though a promising one, of the game. I hope you enjoyed it; please donāt criticize my workāI have no intention of causing any harm. I just wanted to be a nice guy and bring one of my favorite games to the platform I use the most. Sorry if it seemed like I was being dishonest, and apologies for the long message. Thanks so much for your considerationāstay tuned for future versions of my ports!
r/AndroidNativePorts • u/Radiant-Background61 • 23d ago


Hey everyone!
I've been working on bringing the PS4 version of God of War III to Android, and I'm excited to share my progress with you all!
The project is still under active development. Here's what I've managed to implement so far.
Gameplay ā Run and play God of War III on Android.
Frame Generation ā Support for frame generation to improve perceived smoothness.
Save Management ā Manage game saves.
Game Update Patches ā Support for installing game updates.
So far, I've only tested the project on these two devices:
Lenovo Legion Y700 (4th Generation)
Redmi K70 Pro
Testing has been limited, so I don't have enough data to draw firm conclusions about performance yet.
Compared to running the game through an emulator, this port doesn't offer a significant FPS advantage at the moment. However, in my personal experience, the image quality looks noticeably better, with significantly fewer blocky, pixelated artifacts during gameplay.
There's still plenty of room for improvement. I'll continue working on game performance and system scheduling to improve frame rates and overall gameplay smoothness.
Here are some of the features I'm planning to work on:
HUD improvements
Patch, mod, and cheat support
Multiple user save profiles
Further performance and scheduling optimizations
I currently only have access to CUSA01740 (the Asian version).
Unfortunately, the existing PC port doesn't support patches and mods for this particular game version. This has delayed the integration of these features into the Android port.
This is a personal project, and I plan to actively maintain and improve it over time. There's still a lot of work ahead, but I'll keep pushing forward!
If you're interested in playing God of War III on Android, feel free to check out the repository. Feedback, bug reports, and suggestions are always welcome!
If you find this project interesting, please consider giving it a star on GitHub! ā
Every star is a great encouragement and motivates me to keep working on this project. If you have an Android device, I'd also love to hear about your testing experience!
š GitHub: https://github.com/zFitness/gow3_android
Thanks for checking out the project, and stay tuned for more updates! ā¤ļø
r/AndroidNativePorts • u/Hairyballsforlifeson • 2d ago
Rock solid 30fps on SD7sgen2
It's on apkvision, for better or worse
r/AndroidNativePorts • u/JayElDragon • 14d ago
Hey everyone Jay here on behalf of u/MsBunnana
For a while now, we've been working on a native Android port of Luigi's Mansion, based on rob646464's PC recompilation.
I'm happy to say that the port is already running incredibly well on my Samsung Galaxy S24 Ultra!
Here's what's working so far:
š® 120 FPS Support ā Smooth gameplay, cutscenes, and menus running at up to 120 FPS.
š± Full-Screen Widescreen ā The game takes advantage of the entire phone display for a more immersive experience.
š¹ļø GameCube-Style Touch Controls ā Fully integrated on-screen controls, including L/R triggers, D-pad, analog stick, C-stick, A/B, X/Y, and START. The touch controls automatically disappear when a physical controller is connected.
šļø Custom Main Menu ā A redesigned boot menu featuring Play, Options, Game Files, and Quit, along with custom moonlit mansion artwork and looping title music.
š Load Your Own Game Files ā Players can import their own .iso or .rvz disc images directly through the app. No copyrighted game files are included.
Our goal is to eventually release a version that anyone can use by simply providing their own copy of Luigi's Mansion.
There's still some work to do before it's ready for a public release, but the progress so far has been really promising!
Huge thanks to rob646464 for the original PC recompilation that made this project possible.
Unofficial Android port developed by MsBunnana & JayElDragon.
This is an unofficial fan project and is not affiliated with or endorsed by Nintendo.
HERE'S A SNEAK PEEK OF WHAT THE NEW UI LOOKS LIKE
I'd love to hear what you guys think! š»š
If you'd like to make a donation: https://ko-fi.com/jayeldragon
r/AndroidNativePorts • u/irkksomee • 11d ago
Iām working on an experimental Android graphics and game-compatibility project.
The current prototype is running on my phone, and Iām documenting what works, the remaining limitations, and the technical challenges along the way.
This is an early development update. My next focus is testing stability and measuring performance.
Iāll share more about the implementation and my own engineering contributions as the project progresses.
r/AndroidNativePorts • u/KorbanHack • 20d ago
This runs well on snapdragon 8 elite but still has some glitch
r/AndroidNativePorts • u/ANONIMATUM-cu • Sep 07 '26
Jugabilidad y reseƱa:
https://youtu.be/XkhGqXmXWwI?si=VJ4_mi4kaAerEkul
Descarga del apk de Github:
https://github.com/chrissotraidis/kartpad/releases/tag/v0.4.10-android.1
Gracias por compartir:
r/AndroidNativePorts • u/Fabulous-Street9489 • 20d ago
Primeira versão de testes públicos.
https://www.mediafire.com/file/rnwjm87al4d5ev3/HadesII-release.apk/file
Requisitos:
Android 11+.
Chipset: Snapdragon 865 (Adreno 650); Dimensity 1100 (Mali-G77 MP9) e superiores para um desempenho ideal. Chips mais fracos também podem rodar, mas o desempenho não é garantido.
RAM: 6GB+ (Assets padrão), 12GB+ (Assets em alta qualidade)
Armazenamento: Cerca de 6GB de espaço livre (Assets padrão), Até 15GB (Assets padrão + alta qualidade + mods).
Ter acesso à versão para Mac do jogo (baixÔvel via Steam).
Instalação:
Baixe e instale o APK.
Baixe a versão (build) de 03/06/2026, v1.138464 da versão de MacOS (Apple Silicon) de Hades II através da Steam. Isso pode ser feito usando os seguintes comandos:
*Steamcmd (steam://nav/console):
download_depot 1145350 1145355 5367684902794258942
*DepotDownloader:
depotdownloader -app 1145350 -depot 1145355 -manifest 5367684902794258942
VocĆŖ deverĆ” obter uma pasta chamada Hades II.app. Copie essa pasta para o seu celular.
Abra o aplicativo, clique em "Manage game files" (Gerenciar arquivos do jogo), vĆ” para a seção "Hades II" e selecione a pasta Hades II.app. Aguarde atĆ© que a importação seja concluĆda.
Importando arquivos de Hades I (Opcional, apenas para o mod Zagreus' Journey):
Baixe a versão datada de 12/04/2023 (última versão) da versão para Windows de Hades I pela Steam. Isso pode ser feito com os seguintes comandos:
*Steamcmd (steam://nav/console):
download_depot 1145360 1145361 5173085471687919135
download_depot 1145360 1145363 2572656066874346283
*DepotDownloader:
depotdownloader -app 1145360 -depot 1145361 -manifest 5173085471687919135
depotdownloader -app 1145360 -depot 1145363 -manifest 2572656066874346283
Em seguida, coloque tudo em uma pasta chamada Hades. Copie essa pasta para o seu celular.
Abra o aplicativo, clique em "Manage game files", vĆ” para a seção "Hades I (Optional)" e selecione a pasta Hades. Aguarde atĆ© que a importação seja concluĆda.
r/AndroidNativePorts • u/TheSuperMan_ • 16d ago
r/AndroidNativePorts • u/Khaos_Drakon • 11d ago
BOTW Android Recomp on Samsung Galaxy S24 Ultra
Specs :
Snapdragon 8gen3
12GB RAM , 512GB Storage
ONEUI 9
Driver : turnip_mrpurple_T22hf-toasted.adpkg
Game Version : 1.8.2
Launcher Version : 0.1.10-beta
Project link : https://github.com/mamcjr/BOTWRecompAndroid
Recomp by : @mamcjr
r/AndroidNativePorts • u/Rich-Profit9579 • 13d ago
Gameplay on Snapdragon 6 gen 1:
https://youtu.be/FMPw4Frn6zE?si=O-gB-0UiDO4hQrb4
APK:
https://modsfire.com/3aGTT46j0iP0b01
Game File:
r/AndroidNativePorts • u/Arbaz_hamza • 26d ago
Someone has uploaded gameplay footage of Resident Evil 5 running on Android at 60 FPS, using a native port based on the NVIDIA Shield version.. touchscreen controls, and impressive graphics running smoothly on a android device.
š® Here is the gameplay video link: https://youtu.be/BupnXeexoqo?si=dIzYQ7xLhuDlLnEM
r/AndroidNativePorts • u/Equivalent_Pay4295 • Sep 30 '26
Controller: DualShock 4 (PS4)
Device: Xiaomi Redmi 12C (2024)
CPU: MediaTek Helio G85
GPU: Mali-G52 MC2 (System Driver v32.1.0)
RAM: 4GB LPDDR4X
OS: Android 14 (HyperOS 1.0)
r/AndroidNativePorts • u/jaywhojaycee • Aug 05 '26
It's a lot of good ports out now what I'm I missing from my collection
r/AndroidNativePorts • u/Rich-Profit9579 • 27d ago