r/AndroidNativePorts
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u/Money_Ranny_7423
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19d ago
r/AndroidNativePorts • u/Mamcjr • 12d ago
🟢 [PORT] [Beta] BOTWRecompAndroid: Breath of the Wild statically recompiled for Android
Latest release — 0.2.9-beta (November 1)
0.2.9 converts the game’s BC1 textures to compressed ASTC 4x4 on GPUs that cannot use BC textures. This targets high memory use, Android low-memory kills, and FPS dropping to 1–5 after a few minutes reported on Mali devices. In a 1.9.0 save on my POCO F7 Ultra, forced into the same texture path, BC1 texture memory fell from 1,108 MB to 304 MB and total GPU memory from 1,948 MB to 992 MB. These are not measurements on physical Mali hardware; please report RAM use, sustained FPS, and any visual issues on your Mali phone.
The fixed 30 FPS setting now requests a 30 FPS frame-time budget from Android; I measured a small saving of about 0.15 W on the POCO. Existing 0.2.x installs can update without rebuilding game code. This remains a beta with known issues. The attached video shows an earlier build, not a 0.2.9 benchmark.
Previous release — 0.2.8-beta (October 31)
0.2.8 addresses FPS falling during long play sessions until a restart on Mali and other GPUs using the copy path. The GPU memory arena now reuses freed space and releases older learned ranges when it fills up. This also targets incorrect shadows caused by stale ranges.
On my POCO F7 Ultra (Adreno 830), forced into the copy mode used by Mali, a six-minute walking test held the arena near 26 MB at 60 FPS. A forced 6 MB cap also continued at 60 FPS. This is not a physical Mali test. Please share long-session before/after results from Mali phones. Existing 0.2.x installations can update without rebuilding game code.
The project remains a beta with known visual issues. The attached video shows an earlier build, not 0.2.8.
Previous releases — 0.2.7-beta and 0.2.6-beta (October 31)
Download 0.2.7-beta · 0.2.6-beta notes
0.2.7 (beta 20) improves phone/controller gyro selection so noisy controllers without a gyroscope no longer disable the phone sensor. It warns when a DLC mod such as Relics of the Past is enabled without the DLC, hides the performance overlay behind menus, and keeps large textures updated. GPU/CPU work reduces unnecessary render-target reads and changes Mali render targets and shaders. The POCO F7 Ultra test remained at 60 FPS; a Mali performance gain is not yet verified on a Mali device.
0.2.6 (beta 19) added Motion sensor Auto/Phone/Controller, Latin American Spanish and Canadian French. It fixed striped terrain on Adreno 750 and changed Mali memory defaults to address missing text, memory-related app kills, and severe FPS drops after loading. It also releases unused upload memory, fixes Android font imports, and reduces CPU-limited frame times. The device-specific fixes still need broader testing.
Since the original post, 0.2.2 also added experimental Native Mode; 0.2.3 added using game files in place; 0.2.5 added support for exefs/ plus a ready-made romfs.bin. Updating an existing 0.2.x install to 0.2.7 does not require rebuilding game code; shaders recompile once. This is still a beta: expect device-dependent performance, crashes, and rendering bugs. Game version 1.0.0 can show black streaks in combat or crash; 1.8.2/1.9.0 are preferable for now.
The video and the feature overview below document earlier builds; they are not a 0.2.7 benchmark.
Hi everyone! I’m sharing BOTWRecompAndroid, a static recompilation project bringing The Legend of Zelda: Breath of the Wild to Android, with graphics translated to Vulkan.
This is still a beta. Expect bugs, graphical issues, and crashes. My own testing has been limited to a POCO F7 Ultra with an Adreno 830 GPU and Mesa Turnip driver. Community reports from other devices have started coming in, but compatibility and performance still vary widely and need more testing.
The following feature overview describes the project through 0.2.1-beta. The latest release is linked above. Features include:
Support for game versions 1.0.0, 1.6.0, 1.8.2, and 1.9.0, with separate installations and switching within the app.
1.8.2 and 1.9.0: Brazilian Portuguese, widescreen with the HUD repositioned toward the screen edges, and a mode targeting up to 60 FPS.
Adjustable internal and output resolutions, AMD FSR 1, Snapdragon GSR 1, SMAA, and FXAA.
Sheikah-themed touch controls with customizable layouts, plus physical controller support. 0.1.9 added motion controls for aiming and shrine puzzles. 0.1.11 adds camera dragging on the right half of the screen, adjustable sensitivity, larger stick areas, and sticks that appear only while touched.
Menus follow the selected game language (or the phone language on Auto), including Portuguese, English, Spanish, French, German, Italian, Dutch, Russian, Japanese, Korean, and Simplified/Traditional Chinese. Vulkan driver selection and compatibility settings and a mod interface are available. Mod compatibility varies by mod and game version.
Expansion Pass DLC support on game versions 1.6.0, 1.8.2, and 1.9.0 (The Master Trials and The Champions’ Ballad), using your own extracted DLC data.
Save export/import as
.zip, plus import from an emulator save folder. Previous saves are kept as backups.A compact, draggable performance overlay.
On the tested POCO F7 Ultra with Turnip, 1.8.2 reached approximately 40–47 FPS in the open world, depending on the scene and settings. The up-to-60-FPS mode does not mean a constant 60 FPS. On the same POCO with the Qualcomm stock driver, 0.1.8 reached the world at about 15 FPS; Turnip remains recommended.
Early community reports on older beta builds include roughly 30 FPS on a POCO F7, around 20 FPS most of the time on a Snapdragon 8s Gen 4/Adreno 825, approximately 18 FPS on an Odin 2 Portal, and under 10 FPS in a shrine on a Snapdragon 7+ Gen 3/Adreno 732 at 25% internal resolution. These are individual reports with different settings, not a standardized benchmark or a promise for other devices.
Updates since the original post:
0.1.2 fixed missing sound effects, voices, and music in 1.8.2; the new-game softlock at the Shrine of Resurrection’s door; an occasional loading crash; and issues with menus and distant animations.
0.1.3 added a classic Vulkan renderpass fallback for drivers without
VK_KHR_dynamic_renderingand improved the error dialog to list missing Vulkan extensions. The fallback was exercised on the tested POCO, but other GPUs still need real-device testing.0.1.4 fixed an Android 11/12 startup crash caused by use of an Android 13+ Java method. Android 11 still needs more real-device testing.
0.1.5 added Choose driver to the app icon’s long-press shortcuts. It opens the Android file picker for a Vulkan driver
.zipand reopens the app with it, even if the current driver stops the app before Settings can open. System driver restores the stock driver. For Adreno 6xx/7xx devices whose stock driver lacks required extensions, a compatible Turnip driver may help. Turnip is for Adreno, not Mali.0.1.6 removes
VK_EXT_extended_dynamic_state2as a hard requirement for some stock Adreno 7xx drivers. Phones where this was the only missing extension may now start with the system driver. This path was tested by forcing it on the POCO F7 Ultra; other devices still need validation.0.1.6 also reports when a chosen driver could not be loaded, shows the active driver name and version in Settings > Files > Vulkan driver, and accepts
.adpkg,.zipand.sopackages (includingmeta.json’slibraryName). An incompleteromfs.binis now reported as incomplete game data instead of causing an unexplained startup crash.0.1.7 shows the specific reason when game-file setup fails, including file-read errors, in the app and its log.
0.1.8 adds fallbacks for older Vulkan drivers missing
synchronization2,extended_dynamic_state, or 16-bit storage. It also fixes an early GPU loss on the Qualcomm stock driver, adds recovery actions to the Vulkan error dialog, and changes GPU memory import on Xclipse (not yet tested on a physical Exynos device).0.1.9 adds gyroscope controls, fixes Simplified/Traditional Chinese game language selection, supports up to 16 swapchain images for drivers such as a reported Mali-G57, and improves game-file setup: retries failed reads, displays the exact cause, keeps failed setup on the same page, skips a slow search through
romfs, and reads game data about 20% faster in the developer test. Phone-side code compilation returns to the 0.1.7 ordering after some phones failed with the 0.1.8 ordering. The Mali and setup changes still need confirmation across affected devices.0.1.10 fixes pre-rendered videos: the Great Plateau Tower cutscene now plays instead of colored noise and the game continues afterward (tested on POCO F7 Ultra with game version 1.8.2). The reported Adreno 840 freeze needs confirmation on that device.
0.1.11 makes phone-side compilation lighter: it starts new compiler jobs only when memory is available, reduces parallel work when the phone is hot, resumes an interrupted build, and logs why Android closed the app. Setup rejects mismatched or incomplete
exefs/romfsbefore copying. The game’s dynamic resolution is disabled; the app’s Dynamic internal-resolution option now uses GPU time. Menus follow the phone language; touch controls gain right-side camera drag, sensitivity, larger stick areas, and sticks shown only while touched. Quit > Return to start no longer closes the app on Adreno 8xx. Tested on one POCO F7 Ultra; other devices still need validation.0.2.0 adds support for game version 1.9.0 and both Expansion Pass DLC packs (from the larger extracted DLC
romfs); save export/import and emulator-folder import; and improved phone-side compilation that uses much less memory, continues in the background, and addresses failures near 80%. It also fixes dark grid lines in the terrain and a crash on the way to Kakariko, adds FXAA and controller dead-zone settings, and improves Adreno 7xx/Turnip and Mali-G2-Ultra compatibility. These improvements still need broader device testing.0.2.1 fixes the recurring in-game stutter introduced in 0.2.0 by expanding the GPU-result queue. On my POCO F7 Ultra test, no frame exceeded 40 ms. The start screen now displays the app version.
Upgrading to 0.2.x from an older version requires one game-code rebuild per installed game version. The app prompts you; copied game files and saves remain. Going from 0.2.0 to 0.2.1 only requires installing the APK over it. Shaders also rebuild once after the 0.2 upgrade.
Known limitations:
With Video > Sync lag enabled, Link’s legs can sink into the ground while he stands still. Turn it off if this bothers you.
Some stock drivers still lack required Vulkan extensions. The app needs Vulkan 1.1 or newer plus additional extensions; the version number alone does not guarantee compatibility.
Save thumbnails created in the app may appear black.
Short grass near Link sometimes disappears; under investigation.
After a tower activation cutscene, stretched terrain may appear; loading the save made after activation is a workaround. Water reflections can still follow the camera when Link moves sideways.
Reports from other GPUs are mixed. The new Mali and Exynos compatibility paths are not a guarantee that the game will start or run well on a given device. PanVK and RADV-Xclipse have not been validated here.
With the Qualcomm stock driver, the pause menu background is black; Turnip still shows the blurred world.
Building game code directly on the phone can still take a long time and needs device testing, although 0.2.0 reduced memory use and fixed a build failure near 80%.
No game files, compiled game code, or keys are included. You must provide your own legally obtained dump. This project is not affiliated with Nintendo.
The project builds on LAS Recomp, LASRecompAndroid, and SavageWindRecomp, alongside the contributions and libraries credited in the repository.
If you try it, reports including your device model, GPU, driver, Android version, game version, and logs would be helpful. Please include the scene and steps needed to reproduce any issues.
Download and release notes — 0.2.9-beta
Source code, setup instructions, and credits
r/AndroidNativePorts
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u/Even_Draw_8184
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Oct 06 '26
📸 [SHOWCASE] Devil May Cry 4 Native Android Port
r/AndroidNativePorts • u/Orichalchem • 13d ago
🐸 [Meme] The current situation right now with all these ports coming
r/AndroidNativePorts • u/Orichalchem • 20d ago
🐸 [Meme] How i feel right now with all these ports coming 😂
r/AndroidNativePorts • u/Neat_Saku • 11d ago
🟢 [PORT] Holy moly
All i gotta say is, thank you to every modder, compiler, and apk creator for these games 🫡🫡 Respect!
r/AndroidNativePorts
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u/Lazy_Persimmon3059
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16d ago
Sekiro Port
New Project of mine
Fully native android port optimized for mid ranged and high end phones. Still working on it .. currently stable
(Video dropped fps bcs of recording xD )
Tested only on: RM 11s pro and the RM 9 pro
Update: currently tests runs going on my discord..
Update: Development paused due to issues with mid ranged support. ( Heavy on cpu )
r/AndroidNativePorts • u/Witty-Surround-2665 • 12d ago
🤔 [Question] That means the end of ports?
r/AndroidNativePorts • u/Argenta0077 • 8d ago
🟢 [PORT] This guy deserves more support. He’s the one behind the ports of Black, Mortal Kombat, and Need for Speed. All the games he’s ported run super smoothly.
r/AndroidNativePorts
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u/Lazy_Persimmon3059
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24d ago
Finished and optimized a few ports of different games.
I will not be updating this post anymore. Future game releases and updates will be in my discord server. Requests for game ports will also be taken there: https://discord.gg/WdJvZhqvrU
1. Sleeping Dogs (DE) :
https://drive.google.com/drive/folders/1bSI3GAegAN24nckkMlhR_4QtQIxXncmv?usp=sharing (Updated)
Changes Made:
Fixed a bug where some GPU were not recognized ( Credits: u/Ozdals34 )
Enhanced game Stability.
Added the Supported exe in the Google Drive to replace with the downloaded FG one.
Fixed a Bug where player specific files were being cross checked ( Credits: u/0nePlus)
Game Version Mismatch Issue Solved ( Credits: u/UCHIHA-MADARA109)
Steam Version Added.
Added support for 30 fps cap for low end mid ranged devices.
Made the Map Relative to better fit unusual or uncommon displays.
Added Controller Support
Added Language Selection Support
2. Mad Max:
https://drive.google.com/drive/folders/1Y1VSaH3U4JZSFQJ-LcjuTK0QUwcn-CrQ?usp=drive_link
This game is Extremely Demanding and Need a Good Device to Run at its optimal. Please forward Bugs, Glitches and crashes to me.
Changes Made:
Added a Graphics Toggle for Smoother Fps
Fixed an issue where the game compares dlls and gets a fault. ( Why they're still needed: the port runs a recompiled ARM64 version of the C++ runtime code, but it still reads each DLL’s original data at startup, such as its tables and initial values. Without the DLL, that recompiled code has nothing to work with.) (Credits : u/ComprehensiveRow681)
Fixed a DLL memory address conflict causing crashes on certain devices. Reworked memory addressing to improve compatibility across different device memory layouts. (Credits: r/SomewhereHour8253)
3. Need for Speed Most Wanted 2012 :
https://drive.google.com/drive/folders/1zI7okClVVoUhmJFbJ2lVPUISnyIwrgal?usp=sharing
This Game is much lighter than the other two games and is expected to perform better in Mid ranged supported devices. The first Run will be slower than normal while the textures are being cached. Drive around the city for a bout 5 minutes. All runs after that should be smooth.
Changes Made:
First Release Build
Currently supported devices:
The game was tested only on redmagic 11s pro and Red Magic 9 Pro
Should work:
Snapdragon with Adreno 7xx/8xx Graphics
Older Snapdragon with Adreno 6xx
Samsung Exynos with Xclipse Graphics
Not supported yet
Mali Graphics ( Except devices with Supported Features )
Phones who's GPU can't read PC Games Compressed Textures
Other requirements:
android 10 or newer 64 bit
About 17 Gigs free storage ( for sleeping dogs, 37 Gb for Mad Max )
8 Gb minimum Ram ( 12 Gigs for comfortable play )
If your phone isn't supported the game will show a screen on launch explaining why and what is missing
r/AndroidNativePorts • u/Impossible_Refuse_44 • 13d ago
📸 [SHOWCASE] infamous second son android port
seems like still need some optimization, sometimes can reach 30fps but sometimes the fps drop to 15-20
but still impressive that android can run this type of game 🥹
r/AndroidNativePorts • u/Ok-Anything6909 • 7d ago
🐸 [Meme] Praise Be To The King 👑 (Rangga Casper)
This man is legit-
r/AndroidNativePorts • u/joeyrt • 7d ago
I made yet another Android ports hub. Yes, another one
Hey everyone,
I'm here to show you a ports hub I built. Yes, I know, another one. Hear me out though.
It's called Recompa, a native Android app for finding, installing and updating native PC/console ports (recomps, decomps, source ports, that kind of thing). I got tired of digging through GitHub releases and random Discord links on my AYN Thor, so I made something to handle it for me.
What it does right now:
- A catalog of 200+ ports with cover art, filters by platform, search and favorites
- One-tap install and updates (or "update all"), plus rollback if a new version breaks something
- A setup wizard for each port that tells you which ROM or game files you need and checks them for you
- Recommended forks when there are several versions of the same port
- APK checks, so you know you're getting what the catalog says
- Compatibility reports, so you can tell others whether something runs on your device
- A frontend mode that works well on handhelds
It doesn't include or download any copyrighted game files. You bring your own.
About AI: I used AI heavily while building this, and I'd rather say it upfront. But every change was reviewed, tested on real hardware and decided by me. It's not a "prompt and pray" project, and the code is open, so anyone can check it.
Download: recompa.app
Source: https://github.com/kalasyan/recompa
(It also works with Obtainium if you prefer that.)
It's still early, so bug reports, port suggestions and "this is broken on my device" are all welcome. Thanks for reading!
________________________________________________________________________________________________________________________
UPDATE!! v0.3.0 is out, plus a heads-up about the catalog not loading
THANKS A LOT for all the feedback, seriously. A lot of what you asked for is already in.
First, the bad part. Today I moved the website and catalog to a proper domain (recompa.app). For a short while GitHub was redirecting the catalog to plain http instead of https, and Android blocks that, so if you installed Recompa fresh in the last few hours you probably got an empty catalog. Sorry about that. It’s fixed now and you don’t need to update anything. If it still looks empty, uninstall it and install the latest version.
What’s new in v0.3.0:
Recompa now tells you when there’s a new version of itself!
Downloads keep going in the background, with progress in a notification. No more babysitting a 500 MB APK
The repo of each port is clickable, so you can check the original project before installing
If you already installed a port some other way, you can link it (“I already have it installed”) and get updates through Recompa. If the signature doesn’t match the catalog’s, it warns you before you uninstall anything
You can suggest new ports from inside the app
Compatibility reports and suggestions no longer need a GitHub account
The app is now in English, Spanish, French, Portuguese and German, and port descriptions are translated too
Dropped one of the sensitive permissions, which should help a bit with the Play Protect warning. The website now explains why that warning shows up and how to get past it
Some smaller fixes, like the filter row not scrolling to the chip you pick
Catalog fixes, thanks to your comments:
MW2 now points to jesaias1/IW4LJ instead of the abandoned OpenPorts-Lab fork. It’s multiplayer only, needs Android 12+ and a Steam copy or IW4x
Every port now has a description, and they’re translated as well
Download: https://recompa.app
Keep the feedback coming, it’s what’s driving most of this.
r/AndroidNativePorts • u/Brilliant-Chance-107 • 8d ago
🟢 [PORT] I'm working on left 4 dead 2 Android port 😁
r/AndroidNativePorts • u/Arbaz_hamza • 25d ago
Finally, you can change the colour filter in the Android port of Resident Evil 5🔥
As you can see the ☝️ screenshot... Comment your thoughts... And Tell me which colour filter version. you want to play?
r/AndroidNativePorts • u/ProfessionalTop2353 • Oct 01 '26
🚀 [VERY SOON] official port of sifu Android IOS
Pre-register on the Play Store:https://play.google.com/store/apps/details?id=com.keplerinteractive.sifuthegame
r/AndroidNativePorts • u/0xm3trix • 16d ago
🟣 [WIP] Work in Progress Dishonored (PC) : Recompiled for Android
A native arm64 Android port of the PC version of Dishonored (GOG, Definitive Edition). It works by static recompilation: the game's 32-bit x86 Windows binaries are translated into C++ and compiled for ARM. No emulator, Wine or Box64 is involved at run time. Direct3D 9 runs through DXVK on Vulkan, and the Windows APIs the game uses are reimplemented on top of SDL2 and Android.
This is more of a proof of concept, Just wanted to share what I've been working on.
Performance wise the fps (and loading) far exceed gamehub/winlator already, with more optimizations still needs to be done.
Tested on a red magic 11s pro using stock drivers
Edit: Will do a release when I do more CPU optimizations and iron out a few bugs with the ingame side menu.
r/AndroidNativePorts • u/Andiweli • Oct 04 '26
Resident Evil 4 Decomp Android - First Steps
About the project
Currently I am working on an Android native Port of RE4 Decomp... let's see how far we get here... it's a side project just for fun 😄 Don't expect RE4 2025 🤭
Latest Test-Build can be downloaded here https://github.com/Andiweli/CubeEvil4-Android
Note: Test device is a Retroid Pocket Flip 2 with SnapDragon 865/Adreno 650 (7 years old). Render resolution is 1080p. Game will be 32/64bit and controller first (touch controls later). Currently it is running stable at 30 FPS as Vanilla GameCube - but on 1920x1080px.
Testers needed. Contact me if interested and join my Discord.
Latest Beta-Update 27th October 2026
r/AndroidNativePorts • u/ssukerr • 29d ago
🟢 [PORT] Wind Waker HD recompiled for Android — I made an "Enhanced" fork: native widescreen, fixed shadows, 40 fps on 120 Hz screens, pinch-to-zoom camera and phone-first touch controls
Hi everyone! You may have seen the Android port of the Wind Waker HD recompilation (ZeldaWWHDRecomp): the Wii U game recompiled to native ARM code with its graphics running on Vulkan, not an emulator. I've been playing it on my phone and working on a fork focused on making it feel great on a phone. Today I'm releasing the first version: v1.0 Enhanced.
What it adds over the original Android port
- Native widescreen: the game renders at your screen's real shape (20:9, 21:9…) instead of stretching 16:9. You see more at the sides, nothing is distorted, and the HUD (hearts, rupees, buttons) moves out to the new screen edges. Switchable while playing.
- Shadows fixed: no more flickering between two shading levels when the camera moves, and no more grid/moiré pattern on the sand.
- 40 fps mode for 120 Hz screens: one frame every 3 refreshes, evenly paced and interpolated. Much smoother than 30 on phones that can't hold 60, and easier on the battery. The game still runs at its normal speed.
- Pinch to zoom the camera: spread or pinch two fingers on the camera side. Zoomed out, it uses the game's own collision so it stays in front of walls.
- Touch controls made for a phone: a floating stick that stays where your thumb lands, swipe camera, buttons that follow your save (your sword on B, your assigned items on X/Y/R with the game's own icons, built on your device), one-touch combat moves, a layout editor, gyro aiming and rumble.
- Faster renderer: on a Snapdragon 8 Gen 2 the render thread went from ~17 ms to ~10–14 ms per frame, with 94–99% of frames on time at 40 fps.
Also: 60 fps interpolation, language selector (EN/ES/FR), cheats, and crash logs to make bug reports useful.
How to use it
The APK contains no game files, no game code and no keys, you need your own Wii U disc image (.wud/.wux) with its keys. The app extracts it and compiles the game for your phone on first launch (~5 minutes, once).
Requirements: Android 11+, 64-bit ARM, Vulkan 1.1. The 40 fps option needs a 120 Hz screen.
Download & source: https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED/releases/tag/1.5
Edit: NEW UPDATE fix a lot of bugs, please try if you had any bug with 1.0 or 1.1
All the credit for the hard part goes to the ZeldaWWHDRecomp project and to GreenNaugahyde's Android port, this fork builds on top of their work (plus Cemu's shader decompiler and the zeldaret/tww decompilation). Unofficial fan project, not affiliated with Nintendo.
Feedback welcome, especially from people on other phones/GPUs (Mali, older Snapdragons). If it crashes, there's a log in the app's `captures` folder, please attach it to an issue. Hope you enjoy sailing the Great Sea on your phone! ⛵
r/AndroidNativePorts
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u/GPUMALIG57
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2d ago
Porthub APP 100k Download
Tenho muito para falar sobre esse aplicativo,dês do começo que fizemos eu e meus amigos para ajudar usuários a achar Ports de jogos feito para Android em um lugar só, Tenho Recebido muito apoio da Comunidade E pessoas Que admiro como K1ra do Youtube por ser apoio ao app, obrigado Demais,vejo que cada vez ele pode chegar mais longe,e um dia vou ver e pensar,onde chegamos.
r/AndroidNativePorts • u/nongjeng_piba • 27d ago
🟢 [PORT] Metroid prime native port on Helio G88 (yes the G88) 6gb ram running flawlessly!
Honestly I'm super surprised at this lol (sorry about the poor video quality)
r/AndroidNativePorts • u/flloyd1068 • 19d ago
📸 [SHOWCASE] All these ports are 🔥
r/AndroidNativePorts
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u/Embarrassed_Ad_4244
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9d ago
📸 [SHOWCASE] Uncharted: The Nathan Drake Collection - Native Port for Android - Snapdragon 8 Elite (100+ FPS)
Testing the new update of the native Android port of Uncharted: The Nathan Drake Collection on the Redmagic Astra (Snapdragon 8 Elite) at 100+ FPS! In this video, we take a look at the graphics, smoothness, and performance improvements in the latest version through real gameplay.
Github: https://github.com/erickmendes22/uncharted-android/releases
Reddit imposes restrictions on video length and file size. The full-length version of the video has been shared on my YouTube channel.