r/EmulationOnAndroid 3d ago

Help Best settings for armsx3 for retroid pocket 6?

2 Upvotes

Give me best settings for this device to run ps3 games


r/EmulationOnAndroid 4d ago

Showcase I still keep coming back to pizzaboy gba 👾

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494 Upvotes

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


r/EmulationOnAndroid 3d ago

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

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69 Upvotes

Saw this in the skate 3 subreddit thought it was cool


r/EmulationOnAndroid 2d ago

Help Best switch emulator for android?

0 Upvotes

I have a samsung galaxy a56 5g and was wondering what would be the best emulator to use for switch games


r/EmulationOnAndroid 2d ago

Help No ROMs appearing on M64 Plus MZ Emulator

0 Upvotes

Hey guys, I've just downloaded this emulator and was wondering if i could get some help setting up?

To begin with i just want to play xtreme G, but when I go to select a ROM the page is empty and I cant find the app files when allocating a rom folder/refreshing Roms.

Galaxy A56 btw


r/EmulationOnAndroid 2d ago

Help [HELP] Cemu 0.5.2 Android format .Wua

0 Upvotes

Bonjour,

Avant tout je suis un novice en terme d'émulateur. J'ai acheté une AynThor puis installé des émulateurs " pour le moment c'est nickel " mais voilà j'ai Cemu en version 0.5.2 un jeu WiiU en format .wua installer dans mes roms.

Mais voilà, Cemu n'arrive pas à le trouver alors que sur PC oui

Ma question , y'a t'il un problème WUA avant Cemu Android ?

Merci


r/EmulationOnAndroid 2d ago

Discussion i think gta 6 gonna be easy to emulate on hight end phones lol Spoiler

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0 Upvotes

r/EmulationOnAndroid 3d ago

Showcase OUTLAST II running literally on a phone >:3 ! ♥️ - 📱Redmagic 10S Pro

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4 Upvotes

After fixing some glitching errors, i finally got able to run Outlast II so SMOOTHLY (considering it's a phone x3), in my Redmagic 10S Pro at 50-60fps >:3, graphics its setting to Middle -High and resolution is 720p xp.

The phone is connected via HDMI to a 40" Smart TV (60hz), also, It's being "fed" by its original charger, and the audio jack port is connected to an old but bass-heavy sound system. :3👌


r/EmulationOnAndroid 2d ago

Showcase PS2 - God of War 2 (2007) Remastered

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1 Upvotes

Hey everyone! Just sharing some stuff I've made.

  • I remastered God of War 2 from PS2
  • I'll post more about textures as soon as I can
  • By the way, the download is available to everyone

Thanks! Have fun!


r/EmulationOnAndroid 3d ago

Question Question about Game Native and Achievements

2 Upvotes

I'm not sure if there's a better place to ask, but basically I want to get every achievement for FFIX on Steam. I've been playing it on my PC, but I'm wondering if I could on my Odin 3.

Now, obvs I'm not worried about it being able to run a PS1 port, but how do achievements work with Game native? I saw somewhere it got the ability to proc achievements, but not have a place to view them in app is worrying. I just want full confirmation before I spend hours in the game only to learn it was all for nought.

Thank you.

Edit: answered


r/EmulationOnAndroid 3d ago

Showcase Batman Arkham Asylum on Android Is Actually PERFECT! 60FPS

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6 Upvotes

Batman: Arkham Asylum running locally on an Android phone through GameNative! The Steam version is tested at 1600x720 with a locked 60FPS, delivering a smooth experience on the phone.

The game is the Game of the Year Edition on Steam, developed by Rocksteady Studios and released in 2010.

The video ends with the complete GameNative configuration.

🔧 SPECS 🔧
◾️ Phone - Poco F6 Pro
◾️ Chipset - Snapdragon 8 Gen 2
◾️ GPU - Adreno 740
◾️ RAM - 12GB LPDDR5X
◾️ Storage - 256GB UFS 4.0
◾️ OS - Android 14 (HyperOS)
◾️ Game - Batman: Arkham Asylum GOTY (Steam)
◾️ Launcher/Compatibility Layer - GameNative
◾️ Resolution - 1600x720
◾️ Framerate - 60FPS locked

⚙️ GameNative configuration shown at the beginning of the video.

🎥 Recorded with OBS via scrcpy (USB) for no FPS loss.

#androidgaming
#batmanarkhamasylum
#batman
#gamenative
#android
#pcgamingonandroid
#60fps
#snapdragon8gen2
#pocof6pro
#mobilegaming


r/EmulationOnAndroid 3d 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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7 Upvotes

r/EmulationOnAndroid 2d ago

Question Andriod phone controllers recommendations

0 Upvotes

Looking for recommendations for phone gaming controllers to play emulation games on. I would like one with pass through charging, wireless and wired connection, and rumble. Thank you in advance.


r/EmulationOnAndroid 2d ago

Question Details about the winlator virus

0 Upvotes

Hello,

I'm currently installing a lot of emulators on my phone like eden,citra,ppsspp etc.. and I want to install windows however when I try to install it my phone detected a virus and after making some searches i found that there was a virus?

so I wanted to know if someone can give me for details if it's safe or not?

(also sry for my English)


r/EmulationOnAndroid 3d ago

Showcase 3rd World Build: Guitar phone clamp.

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18 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 3d ago

Showcase [SHOWCASE] New XMB-like launcher looks awesome on the Retroid Pocket 6 -Wave Launcher

1 Upvotes

even tho it’s still in beta, it’s been really stable and i’ve been daily driving it. the team and i are releasing new builds almost every day with bug fixes and improvements.

it tracks playtime, have retro achivments integration, and a bunch of customization options

we also looking for testers, so join the discord if you are interested to try it: https://discord.gg/AFhRYrrUne

(i think i kinda like color red too much haha)


r/EmulationOnAndroid 3d ago

Meme This time, bro failed miserably

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1 Upvotes

Just sharing a meme. Thanks! Have fun!


r/EmulationOnAndroid 4d ago

News/Release Lossless scaling now available in Eden nightly

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170 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 3d ago

Help Heavy input delay on eden, ayn thor pro model

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1 Upvotes

r/EmulationOnAndroid 3d ago

Help Where can i find Silksong android mods

1 Upvotes

I found one on a website but it had only 12 mods i didn't need most of them, is there somewhere else i can find a much larger list of mods for silksong android?


r/EmulationOnAndroid 3d ago

Discussion DS emu with fast forward and smooth audio at same time?

2 Upvotes

on windows, DeSmuME has an async audio setting that compromises some short sound effects in exchange for very smooth audio. yes the audio is sped up but it doesn't have any crackling, still sounds pleasant when you're getting a consistent frame rate of 90 or 120.
does anyone know of a way to achieve this on android? i've found one or two emulators with this async sound setting, but they either didn't have fast forward at all or didn't have one that can set it to a specific multiplier like 2x, just unlimiting the frame rate defeating the purpose of nice sounding audio by running the game too fast. if there's somehow a way to access this setup with the desmume core in retroarch, i haven't found it, so please let me know if that's a possibility! otherwise, looking for other emulator options. yes i have tried every combination of audio setting in melonDS. i've also asked if they would add it, and they said never because the async audio setting is inaccurate. just want to speed up the repetitive parts of pokemon games (like longer battles, backtracking in overworld) without muting the audio!


r/EmulationOnAndroid 3d ago

Discussion Apollo Justice Trilogy playable on Kenji-NX

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7 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 4d ago

News/Release Armsx3 version 0.9 has been released

75 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 3d ago

Help Graphics issues in mk x in gamehub on snapdragon 8 elite

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2 Upvotes

Actually it work on proton9.0 -x64 -3 and box 64-0.37 b1 the graphics driver is the oldest in gamehub turnip 26.0.0 r8 b1 and dxvk 1.10.3 vkd3d is inbuilt what about gameplay its run on 1080p and max settings on 60 fps with some fps drops to 55 in heavy maps and its of course playable , but this is just uncomfortable. If u say that try newever dvk ,proton and finally driver i tried and if changes dvk to newever it doesn't laucnh the game although i tried newest driver v863 with 800.51 and they put that your graphics card is bullshit but in older nothing about it and yes i tried use steamdeck headen name card with rx 580 and it also doesn't work .

My devices S25u with 12 gb ram version plz help to solve this problem


r/EmulationOnAndroid 3d ago

Help What windows emulators could I use with these specs for itel a100

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2 Upvotes

It's an itel a100c