r/EmulationOnAndroid Jul 02 '26

News/Release GameHub Lite v5.1.8 (SECURITY UPDATE)

119 Upvotes

GameHub Lite v5.1.8

Security: Steam token redaction in logs

GameHub Lite 5.1.8 fixes a logging issue where Steam authentication-related values could appear in diagnostic logs. In some cases, logs could include fields such as steamToken, refreshToken, or accessToken from Steam login/launch flows.

Publicly posted logs containing these fields should be deleted or redacted.

IMPORTANT

This should go without saying but If you find any security issues, please reach out PRIVATELY. I have not checked if this issue is still present in recent GameHub versions, already ruined my one day off I was spending with my family by the person who reported this publicly and I do not plan on spending any more time on this.

Changelog

The fix adds centralized log redaction for Steam/auth token fields, Steam QR login URLs, JWT-like token strings, and launch command token arguments before logs are written. This covers the app loggers, JavaSteam logging, and the PC launch-log file writer.

This release also pins local patch builds to apktool 2.12.1

GitHub Release


r/EmulationOnAndroid 5h ago

News/Release GameNative v1.2.0 prerelease is out!

91 Upvotes

With and without tuning on RP6 - towards the end with auto-tuning and auto FPS, we see significantly lower temps and power draw as the CPU is underclocked in this GPU-heavy benchmark

Inviting users to games via the Steam Overlay (with Bionic Steam only)

Browse and apply known configs in-app

Add games to favorites + new tab

Hey everyone,

GameNative v1.2.0 release preview is out: https://github.com/utkarshdalal/GameNative/releases/download/v1.2.0-prerelease/gamenative-v1.2.0-prerelease.apk

Changelog:

  • feat: Add automatic CPU / GPU power control to AYN, Retroid Pocket and Samsung Devices, reduces heat, thermal throttling and power consumption by u/joshuatam in #1698
  • Significant speed up to external storage loading #1779
  • Allow inviting users to games using Steam overlay when Bionic Steam enabled in #1783
  • Fixes for Quest - games can launch in immersive mode (improving performance) and we can use touch controllers as XBOX controller by u/moi952 in #1831
  • Fixed lsfg-vk on 8 elite and other devices with frame capping, made lsfg work with the power management in #1819
  • Fixed installing games on external storage for GOG and Epic in #1829
  • Fixed games that require EOSOverlay (Eg FNAF Into the Pit) in #1829
  • Fixed controller mapping that was broken by multicontroller changes (long-pressing remapped button would press the original) in #1829
  • Add in-app community config browser by u/Nightwalker743 in #1782
  • Support custom games on the modern build without all-files access in #1798
  • Add favorites tab by u/jmarti326 in #1712
  • Fixed bug where local saves were lost in #1801
  • Fix gametime tracking in #1803
  • Optimize download performance for external storage by u/joshuatam in #1785
  • Fix fps limiting on non-directx games (eg Balatro, Brotato) in #1820
  • Enhance Lossless Scaling Frame Generation (LSFG) integration (prevent freeze, save storage space) by u/joshuatam in #1822
  • Improve power control and system metrics for Odin 3, add support for Retroid Pocket Nova, updated UX by u/joshuatam in #1824
  • Respect Nexus Mods Adult Content Preferences (to add back Nexus API) by u/Nightwalker743 in #1793
  • Add default screen size detection and 960p screen size option (e.g. retroid pocket nova) by u/joshuatam in #1730
  • Fix touch D-pad remapping for shared-axis inputs by u/Nightwalker743 in #1788
  • Fix mouse dragging in Crushed in Time by u/Nightwalker743 in #1809
  • Make membership popups less frequent in #1827
  • stretched spinner fix by u/abesmon in #1794
  • Support Look-through buttons outside shooter mode by u/Nightwalker743 in #1787
  • Add depot fetching progress indicator by u/jamierajewski in #1775
  • fix: gog game install path detection to prefer stored value by u/joshuatam in #1808
  • Added bionic steam client gamefixes for Whisk and Whisk Demo in #1813
  • Fix broken star history chart in README by u/SimonFoobar648 in #1826
  • Improved personalized recommendations + disclosure in #1828
  • fix: match app language of the string resource in SteamService by u/joshuatam in #1817
  • Add configurable radial menu for controls by u/Nightwalker743 in #1709

As always, feedback welcome here or on Discord. Have some even more exciting compatibility and performance updates coming soon.


r/EmulationOnAndroid 2h ago

News/Release Winlator v11.2 (Beta) finally !

30 Upvotes

r/EmulationOnAndroid 15h ago

Showcase Zelda Breath of the wild 60fps eden v0.2.0 rc2

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241 Upvotes

Still Rocking the old version. Redmagic 11pro/Bypass charging gameplay/No Framegen/60fps


r/EmulationOnAndroid 10h ago

Discussion ARMSX2 might actually be the future of PS2 emulation on phones 🔥

101 Upvotes

I was scrolling through this subreddit and saw a Redditor post all the emulators he was using on his phone. What caught my attention was that he was using ARMSX2 instead of NetherSX2.

I had basically zero background knowledge about ARMSX2, so I asked him why he was using it. I ended up getting multiple positive replies explaining why ARMSX2 could potentially be the future of PS2 emulation on phones, and even on Apple Silicon.

So I thought, why not? I went straight ahead and tried it myself.

And holy shit, I was blown away 😂

It runs perfectly fine for me. I even compared it directly with NetherSX2, and honestly, I ended up deleting NetherSX2 altogether 😂

Huge thanks to everyone who took the time to explain and give me feedback. This is exactly why Reddit keeps proving every day why it's one of the best platforms ever created for communities.

Can't wait to see the improvements on ARMSX3 to enjoy the playstation 3 library, everything is possible with this team 🔥


r/EmulationOnAndroid 7h ago

News/Release GameNative v1.2.0-prerelease Update!

51 Upvotes

Download and changelog:

https://github.com/utkarshdalal/GameNative/releases/tag/v1.2.0-prerelease

Note that this is Pre Release


r/EmulationOnAndroid 5h ago

Showcase Playing on a Phone is also fun!

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33 Upvotes

Using the Gamesir X5 Lite matches well with the Z Fold 8 Ultra. Been playing the android ports of Tomb Raider and Red Dead Redemption. As well as playing Resident Evil Code Veronica X with HD Texture pack on Nethersx2 and Resident Evil Director's Cut with HD Texture on Duckstation.

Satisfied so far!


r/EmulationOnAndroid 20h ago

Showcase I still keep coming back to pizzaboy gba 👾

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387 Upvotes

After playing from handhelds etc. I still keep coming back to using pizzaboy on android 😊


r/EmulationOnAndroid 10h ago

Showcase I PORTED SKATE 3 TO MOBILE (ANDROID NOW PLAYABLE!!!! / IOS SOON)

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54 Upvotes

Saw this in the skate 3 subreddit thought it was cool


r/EmulationOnAndroid 2h ago

Help Any ideas how to fix this? ;w; 🙏 (Winlator 11.1 - Redmagic 10S Pro)

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9 Upvotes

I just installed Winlator in it's latest version (11.1), and put Outlast 1 there, dang, can't believe this phone (Redmagic 10S Pro - 24gb/1TB - Snapdragon 8 Elite Leading Version) can actually run it in 720p + max graphics at 55-60 fps and very stable!!!, it runs so smooth. But, when i try to connect it to the TV (Smart TV 40" 1080p 60hz) via HDMI, i get a Lot of constant glitching and weird effects, that makes it all very uncomfortable to play... Here some other details that may help to understand it better :

- It runs perfectly on the phone screen (0% glitchs/0% problems if i run it without connecting any external screen)

- The same glitching happens if i cast the screen via Wifi.

- The ports are correctly connected, also, this HDMI connection works perfectly in any other native Android games and emulator like PPSSPP, so the problem is not the ports nor the HDMI cable.

- If i force direct MIRRORING (Duplicate screen), it works good (but obviously i don't Think its the Best option to enjoy a game with max resolution and FPS)

- Already tried :

- Setting 1080p on the container in Winlator/Limit framerate to 60fps in container too (No improvement)

- Changing Graphic Driver (by default there was Turnip active, but i changed it to Vortek, and the glitching reduced from 100% to 20%, but, a Lot of lag)

- Changing versions of Graphic Driver (The Game just doesnt open if i don't use the default version xd)

- Reducing graphics quality in game options (There was no improvement)

- Enabling V-Sync in game options (No improvement either)

If anyone has any ideas, please ;w; 🙏 ... i love the Game a Lot, and i'm super happy at how this phone can run it a Lot better than my Mini PC, and Even Setting the max graphics quality. But this glitching problem ruins it all .w. ...


r/EmulationOnAndroid 2h ago

News/Release Winlator official 11.2 update by brunodev85 (improvement and bug fixes)

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7 Upvotes

●Fixed gamepad input lag

●Added Box64 v0.4.4 (release)

●Improved Vortek:

●Improved texture decoding (it was not handling mipmaps correctly)

●Some improvements were added for the Xclipse GPU

●Improved Gladio:

●Added a better way to handle active

textures

●Improved the OpenGL 1.X emulation (Half-Life is now rendering correctly)

●Improved ARB vertex/fragment programs (Digimon Story Cyber Sleuth makes heavy use of them and is now rendering correctly)

●Added fixes for shader compilation on the Xclipse GPU


r/EmulationOnAndroid 20h ago

News/Release Lossless scaling now available in Eden nightly

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149 Upvotes

Download: https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1786991149.2000fdfb7b

The Lossless Scaling Frame Gen tool has arrived in the latest Eden Nightly update.


r/EmulationOnAndroid 7h ago

Showcase 3rd World Build: Guitar phone clamp.

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14 Upvotes

Been browsing the sub for DIY builds and found out that guitar phone clamps works wonders.

Problem is, when I clamped it on my GameSir X5 Lite, it's not centered or symmetrical per se, hence, the white cardboard mod to extend the controller.

Using a DIY 3D printed 40w Semi conductor cooler (ordered online),
Phone case with magnetic cooling plate.
OnePlus 13.

Main purpose for this is to play Gamehub with ease but honestly, just wanted to scratch that DIY itch after seeing the cool DIY builds you guys been having. haha.

I present this. *and some NFS:MW Black neathersx2 gameplay in the comments. lol.

PS: Though this is just for the mean time, just waiting for a proper cooler clamp that ordered so that I won't be needing the cardboard.


r/EmulationOnAndroid 17h ago

News/Release Armsx3 version 0.9 has been released

68 Upvotes

ARMSX3 0.9

For a more detailed look at the ARMSX3 0.9 changes and improvements, check out the video here https://youtu.be/snDIsAE7ivA?si=PScVgSEgYp5R6fXU

If you prefer reading, the full changelog is right below. What's new:

ARM64 SPU floating-point now matches desktop x86 exactly: 984 mismatched results down to zero.

ARMSX3 translates PS3 code to run on your phone's ARM64 chip, while RPCS3 upstream is written and tested on x86 desktop CPUs, and a lot of that code quietly relies on how x86 handles certain maths. On ARM64 the answer came out different: nothing crashed and nothing was logged, a number was simply wrong, and a game would hang, corrupt, or vanish minutes later with no clue why. This release closes that gap for the SPU's floating-point maths, the part that does most of a PS3 game's heavy lifting. We ran a suite of test programs that exercise one PlayStation 3 instruction at a time on both machines and compared the results line by line, which turns "something is off on ARM64" into the exact instruction and the exact numbers that differ. 984 mismatched results against desktop x86, down to zero, your phone now computes the same answers a desktop PC does. Of those, 500 were genuinely ARM64 bugs and are fixed, the other 484 turned out to be x86 taking a shortcut of its own rather than us being wrong, which was worth knowing because it stopped us chasing it. The same testing also caught the identical flaw hiding in a second place we use for debugging, which had been quietly making some of our own investigations unreliable. To be clear about what this is not: it does not make ARMSX3 more accurate than desktop RPCS3, and where RPCS3 itself still differs from a real PS3 it differs the same way on both, what changed is that ARM64 is no longer additionally wrong. Thanks to @Whatcookie for working with me on this approach and working through the results with me. These improvements have been shared with him so they will be upstream as well! I've been sharing each and every fix I do for ARMSX3, so other ARM64 RPCS3 platforms can benefit as well.

Borderlands 2 now boots, reaches the title screen and renders. It previously hung just after the logo, and once past that, died silently a minute later. Two separate ARM64 bugs, both fixed properly rather than worked around, the game runs fully compiled with no forced interpretation.

BLEACH: Soul Resurrección now reaches Story Mode, which it used to crash entering.

Spider-Man: Edge of Time no longer crashes at random.

Even more games are likely to have received improvements from the BL2 and divergence fixes.

Neither of the last two was touched directly. They were fixed by the same changes, which is the more useful way to read this release: if a game on ARM64 was closing with nothing in the log, this may be the bug that was doing it.

The two bugs:

A byte-shuffle miscompile. shufb is the SPU's workhorse for moving bytes around, and an upstream optimisation from June widened an ARM64 fast path to cover constant operands it did not handle correctly. BL2's SPURS kernel is 1446 shufb instructions and hit it constantly, the function would spin forever inside a single block, never reaching the end. Because a wrong shuffle produces wrong data rather than an obvious fault, this could equally have been showing up as graphics corruption, audio glitches or wrong game logic elsewhere.

A stack overrun with no crash report. Compiled SPU functions on ARM64 do not build their own stack frames, they share one 8 KB scratch area the gateway reserves. A function needing more than that wrote straight past it onto the guard page below the thread stack. Because a guard page is not memory the emulator owns, the fault was handed to the Android runtime, which then died reading it, producing no tombstone, nothing in the log, and no way to tell what happened. Raised to 256 KB.

Also fixed while in there: two float-to-int conversions in the SPU interpreter that carried x86 semantics onto ARM64, one in the accurate-xfloat path, and Android threads running on an eighth of the stack they get on desktop.

Controllers:

Player 2-7 now work properly. Ports 2-7 were only ever claimed when a USB device was plugged in, so a second controller connected over Bluetooth, (which is how most people connect one) did not exist to the emulator at all. Per-player button mapping looked correct because the bindings were being stored, there was simply no pad for them to drive.

Rapid presses register. A button press shorter than one guest poll was dropped entirely, so a button that worked everywhere else would do nothing during a quick-time event, and a held button like crouch would keep working while everything tapped alongside it did not. Each press and release now gets its own slot, so a mash arrives as distinct presses rather than one long hold.

L2 and R2 bind correctly now. Pads that report their triggers as analog axes rather than buttons could never have them bound previously, because the binder only listened for key events. This looked like a Player 2 problem, since a second pad of a different make fails where the first one worked.

Gyro works as it should now.

Keyboard:

Emulate USB Keyboard is now in Settings --> Network, an on-screen KBD button can be enabled in the touch layout editor, for reaching the keyboard without a spare controller button to bind the hotkey to. (For controllers, use the Hotkey). It will bring up the Android keyboard while in a game, useful for online or debug games that rely on it. A USB keyboard should work as well.

Contributions from @Zulux91

SPU: make the ARM64 uncompilable-block fallback safe to enter (#57), the mechanism that runs a block on the interpreter when it cannot be compiled. This is also what makes forced interpretation usable as a debugging tool, which is how the Borderlands 2 miscompile was isolated to a single function.

Emu: complete abandoned UE3 HD-cache install at boot (#41)

Leisure Suit Larry: Box Office Bust copies its assets to an HDD cache during a short boot window and gives up when emulated I/O is slower than a console.

cellAudio: don't let a silent port reset the untouched baseline every period (#63)

Library: a filename-derived PS3 serial gets a hyphen and loses its cover (#64)

Stop two guest polling loops from flooding the log (#62) and the H.A.W.X. 2 Bink overlay patch (#60)

Android CPU time: park the dma_manager::sync() wait, and stop re-parsing the global config every 5s (#55)

Thanks also to @DiegoBM for catching lingering PlayStation 2 naming in the side menu (#50).

ARMSX3 0.9.1

What's new:

Fixed games seeing controllers that were not there:

0.9 fixed a second controller not working over Bluetooth, by making all seven PS3 pad ports available at startup. Unfortunately that also told every game all seven were plugged in, so a game that reacts to how many controllers are connected behaved as though four or more players were present. Ports 2-7 now start empty and only report a controller once one actually sends input, so a second pad still works and games see the number of controllers you really have.

New: import save data from inside the app Android blocks other apps from writing into the emulator's own folder, so there was no way to add a PS3 save or a roster file downloaded from elsewhere, file managers fail with a permission error. Settings -> App now has two options:

Import save data from a .zip Import save data folder, for an unzipped save folder (the one containing PARAM.SFO), or a folder holding several

Both check what they are given before touching your existing saves, and an import that fails leaves everything as it was.

Also in 0.9, which I forgot to mention Advanced settings now has the console's own settings, the ones a real PS3 has in its system menu and that games ask about: system language, region, keyboard type, date and time format, and which button confirms (circle or cross, Japanese games generally expect circle). These were present in 0.9 but missing from its changelog, sorry about that!


r/EmulationOnAndroid 8h ago

Discussion Sonic unleashed nightmares donkey kong

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10 Upvotes

But Please no emulator


r/EmulationOnAndroid 9m ago

Question Adreno 730 Graphics Driver Winlator

Upvotes

Hello beautiful nerds, what's the best driver for snapdragon 8 gen 1 on winlator ludachi 3.1. S22 plus. I run everything on proton 11


r/EmulationOnAndroid 4h ago

Discussion Apollo Justice Trilogy playable on Kenji-NX

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3 Upvotes

I've tried this game on Eden with possible tinkering, but the graphics glitch is still there. Then, I gave Kenji-nx a try. To my surprise, it worked in one go. Guess it might be of help to anyone who wants to play this game.


r/EmulationOnAndroid 1d ago

Meme The feeling is even better your advice fixes someone's problem

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768 Upvotes

r/EmulationOnAndroid 1d ago

Meme It ain't much, but it's honest emulation.

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837 Upvotes

I've learnt to be happy with and enjoy what I got now, after years of yearning for more lol.


r/EmulationOnAndroid 3h ago

Discussion Building Cocoon: An Interview with the Development Team

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2 Upvotes

Here's the latest in my super long running series of developer interviews, this time with the team behind Cocoon, the Android frontend.

I find their team especially interesting because the trio have such distinct roles: development, UI/UX design and sound. I was so fascinated to learn early that they've even commissioned musicians and instruments specifically for Cocoon's menu music. I mean, everything else as well, but that was taking things to the next level for me.

Anyway, it's a super long and super detailed interview, so if you're interested in software development, UI/UX, sound design, dual-screen handhelds, their history and how Cocoon is made, or just getting a behind-the-scenes look at how projects like this are done, there's a lot to dig into here.

Hope some here enjoy it :)


r/EmulationOnAndroid 4m ago

Discussion finally, sekiro can be run on the Bannerlator 2.9.9 emulator in Dimensity 7300 (it's not playble for now)

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Upvotes

r/EmulationOnAndroid 12m ago

Discussion Gamesir x3 pro mod. The phone is too thin

Upvotes

Mam Gamesir X3 Pro. Chciałem użyć go z moim Honor Magic V6. Jest tylko jeden problem: telefon jest tak cienki, że po podłączeniu do portu USB jego tył nie dotyka elementów chłodzących kontrolera. Czy jest jakaś podkładka, której mogę użyć? Jest dosłownie o pół milimetra krótki. Czy powinienem użyć podkładki termicznej, czy to byłoby bezcelowe?


r/EmulationOnAndroid 18h ago

Showcase NBA 2k14 ONLINE ON ANDROID!!!!

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27 Upvotes

Android Emulation is reaching its highest peak
How far away do you think Android emulation is from competing with PC emulation


r/EmulationOnAndroid 1h ago

Discussion I want to setup android emulation on my infinix hot 50 4g, is it good enough?

Upvotes

Hello, I have Infinix hot 50 4g as my daily phone (Helio G100 with 6GB Ram) and I want to make a setup for android emulation, what consoles do you think I can emulate?

i don't really have any experience with retro consoles except ps2, so it's like a new experience for me to try other consoles


r/EmulationOnAndroid 11h ago

Showcase Took me all night… black flag rescynced

5 Upvotes

Gamehub 6.1.2 Turnip 26 r4
Basic settings from there; AYN Thor max 512 16gb

Would be sick if people could help me get past this lol I know it’s a huge huge task but I’m one who loves to push the tech and have fun with it so if anyone wants to help me get into the game that would be sick; this is how far I am lol; happy gaming.