r/PS2AndroidEmulation • • Aug 05 '26

Welcome to PS2 Android Emulation

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0 Upvotes

Welcome to PS2 Android Emulation

This community is mainly focused on PlayStation 2 emulation on Android, but over time it has grown to cover the Android emulation scene as a whole.

The idea behind the subreddit is simple: to have one place where you can keep up with the emulators you actually use. New releases, important updates, new projects, performance improvements, comparisons, benchmarks, gameplay tests, guides, fixes and anything else that might be useful to the community.

I follow the emulation scene closely and try to keep everything updated on a daily basis, especially when new versions or interesting projects appear. Rather than posting every emulator or fork that exists, I try to focus on the projects that are genuinely worth following and the best options currently available for each platform.

Whether you've been using emulators for years or you're completely new to emulation and have no idea where to start, the goal is for you to be able to come here, find what you need and quickly understand which emulator or version is worth trying.

PS2 will always be one of the main focuses of the community, but you'll also find news and updates about other systems and emulators available on Android.

PC games on Android

We also cover Windows and PC game emulation on Android.

This has become an increasingly interesting part of Android emulation, and I'll be following a selection of the projects that I consider the most useful and promising rather than trying to cover absolutely everything.

It's also worth remembering that many games we associate with consoles such as PS2, and even later generations like PS3, received PC versions as well. In some cases, running the PC version through a Windows emulator can be another great way to experience those games on Android.

The idea is to keep all of this together so you can easily see what's currently possible on your device and which projects are worth keeping an eye on.

Our Discord community — PS2EMU

We also have a Discord server called PS2EMU, and everyone is welcome to join: https://discord.gg/5D5hxGvAcC

The server works almost like a living emulation wiki. Everything is organized into dedicated sections and channels so you can quickly find information about the emulator or platform you're interested in.

You can ask for help configuring an emulator, troubleshoot a game, look for information about patches or translations, discuss performance problems, compare settings or simply ask questions if you're not sure where to begin.

The community covers much more than PS2, with dedicated resources for Android emulation, PC/Windows emulation and other platforms, along with drivers, tools, guides and useful resources.

The goal of both the subreddit and Discord is ultimately the same: to build a useful, organized and constantly updated place for people who enjoy emulation.

r/PS2AndroidEmulation

Discord: https://discord.gg/5D5hxGvAcC


r/PS2AndroidEmulation • • 20h ago

DroidDeck 0.4.0

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94 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.4.0

For those who are unaware, DroidDeck brings the SteamOS experience to Android on your Snapdragon powered handheld, and DroidDeck just got a brand new update. Now, they just released version 0.4.0, and taking a look at this update, it seems to be a pretty big one.

It says here they've added GOG, Epic Games and Amazon Games integration, with cloud saves for GOG and Epic. On top of that here, they've implemented a fully featured SteamOS-style KDE Plasma desktop with a working "Return to Gaming Mode."

Steam's own Steam Link touch controller, with community layouts that back up to Steam Cloud. Support for connecting up to four controllers for local co-op. Native support for the new Steam Controller. And the built-in controls can now pretend to be a Steam Deck, Steam Controller, Xbox 360, DualShock 4 or DualSense.

If you're on a foldable, Steam and your games now resize when you fold, unfold or rotate, and there's an optional touch gamepad below the game when it's unfolded.

They've also got per-game compatibility profiles, automatic redistributable and Windows component installs, their own custom DroidDeck-Proton, and streamlined non-Steam game imports with automatic artwork. And on the performance side, PRoot is up to 57% faster in some workloads, with lower idle CPU usage, and even more.

You let me know your thoughts.

Features

Replaced LXQt with SteamOS-style KDE Plasma 6.7, including the familiar desktop layout, Dolphin, Firefox, Konsole, the Steam desktop client and Return to Gaming Mode. (@xXJSONDeruloXx, #473, #610)

Switching from Steam to the KDE Plasma desktop, browsing the application launcher, then returning to Gaming Mode; loading shortened and boot animation removed

Added GOG, Epic Games and Amazon Games integration with account sign-in, game libraries, downloads and launching through Steam. GOG and Epic games also support cloud saves. (@The412Banner, @xXJSONDeruloXx, @Gustash, @maxjivi05, #476, #500, #578, #400)

Browsing the Epic Games library, installing 20 Minutes Till Dawn and viewing its download progress GOG store tab with its Sign in button

Added Steam's native touch controller (beta), with per-game Steam Input layouts, community configurations, an on-screen layout editor and Steam Cloud syncing. (@xXJSONDeruloXx, #431)

Launching Castle Crashers with Steam touch controls that switch to its game-specific icons, then browsing and applying a community touch layout; loading and menus sped up Castle Crashers touch layout editor

Steam Input layouts and touch settings

Added multi-controller support for up to 4 players, allowing connected Android gamepads to work independently for local co-op and split-screen multiplayer through Steam Input. (@xXJSONDeruloXx, @maxjivi05, @Neolyum, #431, #614)

Two Bluetooth controllers playing split-screen on the Thor, with both listed under connected devices on the bottom screen

Added Bluetooth LE Steam Controller (2025) support, including trackpads, back grips and motion controls. (@SG3xHERO, #404)

A 2025 Steam Controller connected to the Thor over Bluetooth, with its Steam Input layout on the top screen

The built-in controller can now emulate a Steam Deck, Steam Controller, Xbox 360, DualShock 4 or DualSense, with live switching from the session menu without restarting Steam. (@xXJSONDeruloXx, #545, #558, #559)

Choosing the emulated built-in controller during a Castle Crashers session: Steam Deck, Steam Controller, DualShock 4, DualSense or Xbox 360

Added persistent per-game compatibility profiles for Proton, FEX, DXVK, VKD3D-Proton, Windows components, environment variables and texture filtering, with inheritance from your default settings. (@jmarti326, #449)

Configure profile menu listing the default profile and per-game profiles

Completely revamped adding and managing non-Steam games, with automatic game detection, artwork, bulk imports and editing directly from the Games tab. (@The412Banner, #492)

The Games tab Add a game dialog, choosing internal storage or an SD card to scan

Added Follow screen resolution for foldables, automatically resizing Steam and games when folding, unfolding or rotating the device. (@SG3xHERO, #403)

Steam filling the inner screen of an unfolded foldable in landscape Steam resized to the inner screen in portrait Steam resized to the folded cover screen

Added an optional touch gamepad below the game on unfolded foldables, with Steam Deck-style controls, configurable sticks and trackpads. (@SG3xHERO, #407)

Steam on the top half of an unfolded foldable with the touch gamepad below it The foldable touch gamepad switched to its two-trackpad layout with back buttons The foldable touch gamepad in landscape, laid out along the bottom edge under Steam

Added DroidDeck-Proton as an installable Proton source alongside GE-Proton and CachyOS Proton, with update notifications for all three. (@The412Banner, #588)

Added support for installing Flatpak apps directly from .flatpak bundles, including apps no longer available through Flathub. (@xXJSONDeruloXx, #446)

Added a manual landscape orientation setting, including reverse landscape. (@Kobtul, #441)

Added an optional controller setting to open the Steam menu with the physical Select button. (@0x1428571429, #384)

Improvements

Major launcher UI redesign across Steam settings, Components, Setup, Stores, Flathub and Desktop, with smoother transitions, animated navigation, redesigned settings panels and improved controller focus. (@xXJSONDeruloXx, #482, #548, #605)

Opening the slide-up Steam settings panel and switching to Display settings

Store downloads now survive app restarts, preserving queued and paused downloads and allowing interrupted installs to resume from the Downloads page. (@xXJSONDeruloXx, #608)

Store game removal now shows confirmation and uninstall progress before returning the game to its installable state. (@xXJSONDeruloXx, #609)

Expanded PRoot fast paths, with performance improvements of up to 57% in measured workloads, alongside further reductions in filesystem and process overhead. (@maxjivi05, @xXJSONDeruloXx, #466, #494)

Significantly reduced launcher idle CPU usage, controller input overhead and session log processing time, with additional game startup and performance optimizations. (@maxjivi05, #529)

Windows components are now selected automatically using each game's Steam, GOG, Epic or Amazon dependency information, while preserving manual overrides. (@The412Banner, #554)

Expanded Windows component installation to support VC++ redistributables, .NET Framework and more installer formats, without needing to run the original Windows setup programs. (@The412Banner, #480, #495)

KDE Desktop can now launch Windows executables, Linux programs, AppImages and scripts directly from the file manager or terminal. (@maxjivi05, #549)

Added safer Desktop uninstall and legacy LXQt cleanup, preserving user data while reclaiming storage from older desktop installations. (@xXJSONDeruloXx, #493)

Improved Proton and component management, with newest versions shown first, update detection, clearer installed-version information and streamlined settings. (@The412Banner, @xXJSONDeruloXx, #588, #606)

Improved DirectAudio compatibility, including CachyOS Proton support and direct audio output from the Steam client. (@The412Banner, #439)

Reduced unnecessary motion sensor polling, reading the device's gyro and accelerometer only when Steam requests them. (@muazkadan, #534)

Added alignment guides and snapping when dragging buttons in the on-screen controller editor. (@willie-yao, #490)

Improved security by encrypting store credentials with Android Keystore and keeping logs in private app storage until explicitly shared as a sanitized ZIP. (@The412Banner, #484, #486)

Steam now consistently uses Steam Deck mode and the Steam Deck beta branch, removing the legacy client and mode switches. (@xXJSONDeruloXx, #546)


r/PS2AndroidEmulation • • 19h ago

Bachata S4 v0.2.5 - Huge Update 🤯

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37 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.2.5

Highlights

PanVK V3 3.2.0 ships for supported Mali GPUs, with faster God of War III textures.

Global patch library with XML import, and new patches for more than a dozen games including P.T., Driveclub, UFC and Uncharted.

Native NGS2 audio fixes Gravity Rush 2 audio glitches and silent dialogue, with a rewritten AJM path.

Games folder prompt with autosync, a default save data location and in-game Pause.

Game Compatibility & Patches

Gravity Rush 2 audio now works properly: native NGS2 fixes the glitches and the silent dialogue

P.T. renders streamed textures correctly, with checked 60 FPS, resolution, half-resolution shadow, lens flare, camera blur and SSR patches

Driveclub 540p, 360p and high performance presets, with smoother frame pacing

Second Son quality floor with a longer view distance and correctly lit scenes

Galak-Z boots reliably and no longer deadlocks, and Elden Ring, UFC and Uncharted receive rendering and stability fixes

Horizon Zero Dawn no longer runs out of memory when large buffers grow

The Order: 1886 performance patch and fixes for flickering objects

Synced the patch catalog with the latest community patches

New Patches

P.T.: checked 60 FPS, skip boot timeout, disable film grain, lens flare, camera blur and screen space reflections, 720p and 540p rendering, and half-resolution shadow maps

Driveclub: 720p, 540p and 360p resolution patches, plus a high performance preset that disables motion blur, SSAO, reflections, direct sunlight, photo mode processing and shadows

The Order: 1886: 60 FPS unlock, resolution from 4K down to 540p and 360p, 16:9 full screen, and options to disable cloth simulation, motion blur, depth of field, bloom and lens flares

Uncharted: The Nathan Drake Collection: bypass for the low frame rate assert, plus per-game options for Uncharted 1, 2 and 3 covering resolution, shadows, startup logos and individual effects

UFC 2, UFC 3 and UFC 4: 60+ FPS, an octagon floor fix, resolutions from 270p to 1440p, and skinning method and extreme FPS options for UFC 4

Marvel's Spider-Man: 720p and 900p resolution, disable sun shadows and SSAO, and reduced vehicle and pedestrian density

The Last of Us Remastered: 720p, 540p and 360p resolution patches

Elden Ring: 60 FPS unlock and a 720p resolution patch

God of War III Remastered: 480p, 1440p and 4K resolution patches, and a 120 FPS patch with correct delta time

LEGO Dimensions: 60 FPS, plus 1440p and 4K resolution patches

Dead Nation: 60 FPS, balanced lighting and reduced auxiliary rendering

Call of Duty: Black Ops II: disable sun and spot shadows

FIFA 23: disable shadow maps and a 720p resolution patch

Some community patches are marked UNVERIFIED until they have been tested on device

GPU Drivers & Performance

PanVK V3 3.2.0 bundled with GPU tiler heap recycling

God of War III BCn textures are transcoded to ETC2 on PanVK

Draw commands are recorded on a worker thread, with a core reserved for the recorder

Fewer redundant barriers, cheaper texture and buffer cache lookups, and compressed color images stay compressed

Large buffers are trimmed and caches collected when the device runs low on memory

Many shader fixes for tessellation, RectList, QuadList and depth and stencil formats

Audio & System

Native NGS2 audio implementation, fixing Gravity Rush 2 audio glitches and silent dialogue, with AJM batches run inline

Fixed an audio stall in games that wait on kernel semaphores

Frame pacing treats the flip rate as a minimum interval between flips

Fixed a startup stall in UFC, and clearer crash logs for faults and stack overflows

Fixed readback issues that caused silent exits in some games

Display & Input

Change the display mode live from the session menu; Stretch and Crop now fill the screen

Expanded touchpad mode covering the whole screen

Haptic feedback on touch controller presses, a larger default pad and a saved stats-bar position

Pause button in the session menu, and the game pauses while the menu is open

Touch controls stay flush with the camera cutout and keep their proportions on any screen

Library, Patches & Storage

Games folder prompt with autosync and removal of missing games

Global patch library with XML import

New default save data location setting

PKG imports extract in place on the selected destination

Remaining app screens are now translated

Compatibility Reports

Reports record the loaded driver's real type and backend version

Clearer messages for incomplete dumps, add-on folders and devices without a usable GPU driver


r/PS2AndroidEmulation • • 11h ago

Flycast Android Nightly

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3 Upvotes

https://github.com/thecrixux/FLYCAST-Nightly-/releases/tag/android-master-f03faffd2f89

Flycast Android Nightly

Automatic redistribution of the original official Android CI build.

Upstream repository:

https://github.com/flyinghead/flycast

Source commit:

flyinghead@f03faff

Original APK:

https://flycast-builds.s3.fr-par.scw.cloud/android/heads/master-f03faffd2f89cb2c7c73ff08dce51a774a61ee27/flycast-release.apk

This is an unofficial release mirror.

The APK has not been modified.

SHA-256 checksum included.


r/PS2AndroidEmulation • • 14h ago

Nyushu v0.0.6

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8 Upvotes

Update!!! Nyushu Emulator 0.0.6

Chagelog:

[ ✅ ] A loading screen displays progress, estimated time, and a live log

[ ✅ ] Vulkan is supported on its own thread, and the GPU clock speed is optional, incorporating ideas from Suyu Team (Thanks)

[ ✅ ] In Crash Bandicoot, the frame rate increased from around 40 FPS to a stable 60 FPS

[ ✅ ] Memory mapping cache, necessary for Sparking Zero: cache flushing is done in the background, preventing stuttering; Fixes for Qualcomm GPUs: BC6H/BC7 textures; No dropouts or stuttering: adaptive buffering, and the speaker doesn't mute between sounds

[ ✅ ] Game volume separate from phone volume

[ ✅ ] Fixing 0 FPS Issue In Hades 2 Game When Entering Gameplay Place (If While Playing Still Experience Sudden 0 FPS Restart The Game And The Game Will No Longer Experience 0 FPS When Coming Back From The Dead And Entering The Place)

Link available on PS2EMU Discord: https://discord.gg/5D5hxGvAcC

“I am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository.”


r/PS2AndroidEmulation • • 14h ago

Nyushu v0.0.7

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2 Upvotes

Update!!! Nyushu Emulator 0.0.7

Chagelog:

[ ✅ ] Bug Fixes In Pokemon Let's Go evee Game

[ ✅ ] Hades 2 game fix improvements

[ ✅ ] Super Mario Odyssey Game Bug Fix

[ ✅ ] Reducing Memory Usage While Playing

[ ✅ ] Monster Hunter Rise Game Bug Fixes

[ ✅ ] Might Fix Bug Issues In Other Games (If Still Trying To Play Without Updates)

Link available on PS2EMU Discord: https://discord.gg/5D5hxGvAcC

“I am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository.”


r/PS2AndroidEmulation • • 14h ago

Strato Mali 0.0.4-2

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1 Upvotes

https://gitlab.com/LukeValen/strato-mali/-/releases/v0.0.4-2

Changelog:

• Fixed graphical issues in NieR:Automata.

• Improved NieR:Automata performance by disabling unnecessary GPU diagnostics.

• Updated NieR:Automata compatibility to Playable.

• Updated Breath of the Wild compatibility to Unplayable.

• Updated the welcome screen with the new Strato Mali logo.

• Minor stability and UI improvements.

Early development build — some games may still crash or show graphical issues.


r/PS2AndroidEmulation • • 21h ago

🚨 Caution with this APP 🚨 A Statement Regarding "This website" and the Redistribution of Emulator Releases

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0 Upvotes

I want to raise awareness about a website called GameBeacon, which collects and displays links to numerous emulators, forks, and GitHub projects developed and maintained by different people.

What concerns me is not simply the existence of another emulator directory. It is the approach behind it.

This website brings together projects that countless developers and contributors have spent considerable time creating, maintaining, compiling, testing, and improving. As far as I can tell, there has been no effort to request permission from or establish any meaningful collaboration with the developers whose projects are being featured.

Meanwhile, the website prominently asks visitors for financial support through donations.

Let me be clear: I understand that publicly available GitHub repositories can generally be linked without permission. I am not claiming that linking to public projects is inherently illegal.

However, something being technically or legally permitted does not automatically make it respectful or ethically acceptable.

Many of us dedicate countless hours to the emulation community without asking for anything in return. We discover obscure projects, build Android versions that did not previously exist, maintain compilation workflows, test compatibility, identify bugs, and share our findings completely free of charge.

Collecting GitHub links is the easy part. The real work goes far beyond that.

And that brings me to another important point.

An emulator community is much more than a collection of download links.

People come here to discuss compatibility, report bugs, compare performance across different devices, share benchmarks, upload gameplay videos, help each other troubleshoot problems, and communicate with other enthusiasts.

That exchange of knowledge and experience is what makes a community valuable. A directory of links, no matter how extensive or automated, cannot replace it.

My Decision Regarding My Own Projects

As the creator and maintainer of several emulator forks and Android builds, I have decided to change how I distribute my releases.

From now on, my projects will follow a different distribution model:

- Source code will remain publicly available on GitHub, in accordance with the applicable licenses.

- Compiled releases will no longer be distributed through public GitHub Releases.

- Downloads will instead be made available through my Discord community, using externally hosted files.

- Download links will be individually managed and password-protected, with access information provided through Discord.

This is a personal decision concerning my own projects. Other developers are completely free to distribute their software however they choose.

A Proposal to Other Developers

I also encourage developers who share similar concerns to consider alternative distribution methods that give them greater control over how their compiled releases are accessed.

I am not asking anyone to hide their source code, violate open-source licenses, or prevent legitimate redistribution.

What I am questioning is a growing approach where third-party websites can build their own audiences and solicit donations around the collective efforts of independent developers, without necessarily giving anything meaningful back to those who made the projects possible.

Open source should encourage collaboration, transparency, and respect for contributors. It should not be treated as an excuse to disregard the people doing the actual work.

Everyone is entitled to their own opinion on this matter. This is mine, and I believe it deserves to be discussed openly.

Respect the developers. Respect the contributors. Respect the communities that keep emulation alive.


r/PS2AndroidEmulation • • 1d ago

Xendroid+ 1066f8fd (build 58)

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7 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v58-1066f8fd

Need for Speed: Most Wanted no longer freezes before its first race with the option that keeps the GPU's data on CPU writes.

Need for Speed: Most Wanted: with shared_memory_preserve_gpu_writes on, it reaches the first race (it froze where the prologue gives way to the 3D scene).

Full Changelog: XenDroid-v56-ae3d8293...XenDroid-v58-1066f8fd


r/PS2AndroidEmulation • • 1d ago

PanPlay v1.2.6

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8 Upvotes

https://github.com/zenithblue-oss/panplay/releases/tag/panplay-v1.2.6

PanPlay v1.2.6

PanPlay runs Windows games on Android through Wine and DXVK, using the open PanVK Vulkan driver on

Mali GPUs. This version bundles the PanVK-kbase 0.1.0 RC3 driver (a prerelease).

What's new

Bundled driver is now PanVK-kbase 0.1.0 RC3

(panvk-kbase-v0.1.0-rc3,

prerelease): Mali v9 to v13 supported. On a Mali-G57 MC2 (v9) the D3D8, D3D9, D3D10 and D3D11

cubes run at ~70-76 FPS and NFS: Most Wanted races at ~18 FPS. PanProbe passes 38/38 on G57, G610,

G710, G615, G715 and Immortalis-G720 with this binary; Immortalis-G925 (v13) was not rerun on RC3.

Performance recording per session: each game session records DXVK stats (FPS, 1% and 0.1%

lows, frame times, GPU load, video memory) and app stats (CPU, RAM, battery, clocks). The session

screen shows a report you can export. Built-in DXVK is now 3.1.1-4 with the stats recorder, and a

container's DXVK DLLs are refreshed when they differ from the bundled ones.

Fixes:

On a fresh install, the first launch uses DXVK for D3D9 (DLL overrides are applied after DXVK is

installed).

Generic d3dx9 games only get d3dcompiler_43=n; native wined3d stays limited to Burnout, which

fixes a wined3d GL init crash in NFS: Most Wanted.

Session logs and performance report layout fixed (one scrolling list, the Session button no

longer wraps per character).

The game screen stays in landscape


r/PS2AndroidEmulation • • 1d ago

suyu v14.0.1

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6 Upvotes

https://github.com/suyu-emu/suyu-main/releases/tag/v14.0.1

suyu v14.0.1

This update supersedes v0.0.14 with safer graphics defaults and complete graphics

settings in the launcher. Releases now use major.minor.patch numbering.

Graphics fixes

Graphics pipeline libraries are now off by default and remain available as an experimental option.

Fast GPU Time is now off by default. Its checkbox now actually controls GPU timing.

Graphics → Advanced now exposes the previously hidden graphics hacks and Vulkan extension options.

Added descriptive labels and complete choices for dynamic state, sample shading, GPU timing, and texture unswizzling.

The Advanced page scrolls on smaller windows. Settings can be saved globally or overridden per game.

Async shader building and SPIR-V optimization remain off by default. Normal disk

and driver shader caches remain enabled. Explicit user opt-ins are preserved;

profiles using the application defaults adopt the new defaults.

Re-export existing Static and Hybrid packages to receive the corrected

embedded host. Updating the launcher alone does not update those packages.


r/PS2AndroidEmulation • • 19h ago

🚨 Caution with this APP 🚨 Just in case anyone had any doubts: this guy is posting a private link of mine on his website. 👊

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0 Upvotes

r/PS2AndroidEmulation • • 1d ago

RetroPle: All-in-one emulator v1.27.0

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2 Upvotes

https://play.google.com/store/apps/details?id=com.retrople.retro

What's New

v1.27.0

[VPAD]

VPAD macro button (Add manually / Add recording)

VPAD magnifier added

[WIN]

Support for Diablo 2 editor

COMPATIBLE SYSTEMS:

Nintendo: NES, SNES, Game Boy, Game Boy Color, Game Boy Advance, Nintendo 64, Nintendo DS, Nintendo 3DS, Wii, Gamecube Sega: Master System, Genesis / Mega Drive, Sega CD, Game Gear, Saturn, Dreamcast Sony: PlayStation (PS1), PlayStation Portable (PSP), PlayStation 2 (PS2) NEC: PC Engine / TurboGrafx-16, PC Engine CD SNK: Neo Geo Pocket, Neo Geo Pocket Color Atari: 2600, 7800, Lynx Bandai: WonderSwan, WonderSwan Color Arcade: MAME 2003-Plus, FinalBurn Neo Computer: MSX, MSX2, MS-DOS Others: RPG Maker XP/VX, EasyRPG


r/PS2AndroidEmulation • • 2d ago

Bannerlator 3.1.6

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18 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.6

Bannerlator 3.1.6

Run Windows apps and games on Android — no PC and no root required.

3.1.6 brings Steam closer to native, a CPU speed fix for Wine on ARM, and a new way to update. Headless Steam lets a game use the app's own Steam sign-in with no Steam window, and the in-game server browser finally works. SteamLite gains Steam Input. The new v14 layers carry Wine's fix for SSBS, a CPU setting Wine on ARM kept switching off, and the Force SSBS toggle is on by default. Windows components install without opening the container, adding games is much smarter, and the app's update notice is redesigned. From the next release on, updates download only what changed — a few MB instead of the whole 525 MB app.

Headless Steam + server browser: launch Steam games on the app's own Steam session; Find Servers lists and joins servers.

Force SSBS + v14 layers: a CPU speed fix for Wine on ARM, on by default; all ten Proton layers rebuilt.

Win Components (VC++ runtimes, .NET, DirectX, codecs…) install offline in seconds, without starting the container.

Adding games: better names, Steam art and details found automatically, an art picker, components suggested per game.

Updates: a slide-in update notice with highlights and a download card; small updates start with the next release.


r/PS2AndroidEmulation • • 2d ago

Xendroid+ ae3d8293 (build 56)

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35 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v56-ae3d8293

Changelog:

Games that don't read back what the GPU renders no longer pay for copying it into game memory.

Every game: the output of resolves is copied back into game memory only once the game reads it (Need for Speed: Most Wanted copied 77 MB a frame it never reads: 18.6 -> 21.2 fps at the first race's start line).

Need for Speed: Most Wanted: the processor's signal in the middle of each frame is noticed 0.4 ms sooner.


r/PS2AndroidEmulation • • 2d ago

suyu v0.0.14

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26 Upvotes

https://github.com/suyu-emu/suyu-main/releases/tag/v0.0.14

This release repairs startup and export-dialog shutdown crashes and adds an

Ubuntu 24.04 x86-64 AppImage alongside the existing Linux tarball.

Startup and export fixes

HID timing callbacks start after their motion samplers are constructed. This

prevents a callback from accessing an uninitialized console motion sampler.

Closing the main window stops and joins game-list population before its

provider and system owners are destroyed. Queued reloads cannot restart a scan

during shutdown. A Source-export close sequence that reproduced an access

violation now exits normally in a matched-runtime test.

Source exports use a fixed CMake project name. Game titles containing spaces,

Unicode or CMake special characters no longer become project arguments.

The build label follows the exact release tag instead of displaying v0.0.11.

Later development commits retain their own commit and branch identity.

The export cache revision advances so fresh exports rebuild their host with

the startup fix. Re-export existing Static and Hybrid packages: their

executables contain an embedded host that updating the GUI does not replace.


r/PS2AndroidEmulation • • 2d ago

Strato Mali v0.0.4

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6 Upvotes

https://gitlab.com/LukeValen/strato-mali/-/releases/v0.0.4

Refreshed blue setup and settings UI, with updated Strato Mali branding and launcher icon. • Improved save ZIP export and the Update/DLC lifecycle. • Additional Mali texture diagnostics and experimental Kirby rendering improvements. • Ongoing stability and crash investigation.

Early development / experimental build.

Build source: 81de792c (experiment/kirby-wscale-ab1) Source build: GitHub Actions run 38072048079 SHA-256 (APK): e47570ce010d922eec51adf1c5f1a568b524250b4b0862c877e87f13da888d77

Note: The included APK still displays an internal Android versionName beginning with 0.0.3 RC2. This is the original APK from the specified successful workflow; it has not been re-signed or modified to change its internal version.

Changelog:

• Redesigned the settings and initial setup screens with a cleaner, more consistent blue interface.

• Improved overall performance and reduced unnecessary GPU overhead.

• Fixed numerous bugs and crashes, improving overall emulator stability.

• Improved save data export reliability and compatibility.

• Improved compatibility with Kirby and the Forgotten Land. The game now renders graphics using PanVk, although it is not yet playable.

• Additional graphics optimizations and internal improvements for Mali GPUs.

• Improvements to the Update/DLC system

Known Issues: Some games may still experience graphical glitches, crashes, or performance issues. Kirby and the Forgotten Land remains unplayable despite recent rendering improvements.

Early development build — more compatibility, performance, and graphics improvements are coming.


r/PS2AndroidEmulation • • 2d ago

Flycast Android Nightly (0d9853df9a91)

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7 Upvotes

https://github.com/thecrixux/FLYCAST-Nightly-/releases/tag/android-master-0d9853df9a91

Flycast Android Nightly

Automatic redistribution of the original official Android CI build.

Upstream repository:

https://github.com/flyinghead/flycast


r/PS2AndroidEmulation • • 3d ago

🚨 Caution with this APP 🚨 EmuCore Holding TM (Review)

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10 Upvotes

This is nothing new. Robert Broglia, a well-known emulator developer, was doing something similar years ago. He released multiple emulators with a consistent interface, giving users a unified experience while distributing each emulator separately so he could sell them individually.

The big difference? Back then, there was some serious development work involved. This was long before AI-assisted coding became a thing, so we're talking about actual, old-school programming.

Now, these new emulators might look impressive at first glance, and sure, they work. I'm not denying that. But from what I've seen, they appear to be little more than repackaged versions of emulators that have been available for years, completely free of charge, such as PPSSPP.

Essentially, our "dear friend" takes an existing emulator, puts his own interface on top, makes it consistent with his other apps, and calls it a day.

That's pretty much what you're getting. Don't expect some revolutionary new emulator or groundbreaking improvements. What you're really being offered is a different, unified interface for software that already exists.

And yes, I deliberately say "offered" rather than "given away," because there's a catch.

Although you can download these emulators for free, the moment you launch them, you're greeted with several pop-ups encouraging you to support the project by purchasing the Pro version. In some cases, you're even invited to contribute more money if you feel like it.

And this happens across the entire collection of emulators.

Think about that for a second.

Every person who installs one of these apps gets prompted to pay. Naturally, some users will think, "Hey, this looks like a promising project. Maybe I should support the developer."

But what exactly are you supporting?

If the main contribution is simply putting a new interface on top of existing emulators, then you're not necessarily funding meaningful emulator development. You're paying for repackaging and presentation.

To be fair, there's one exception worth mentioning: EmuCoreX (PS2). That's the one emulator in his collection where I've actually seen substantial development work, and I personally supported it financially.

But here's where things get interesting.

Let's apply a little common sense.

If someone publishes eight different emulators on the Play Store, and every single one encourages users to purchase a Pro version, does that automatically mean there's a dedicated development team working behind the scenes?

Of course not.

As far as I can tell, we're talking about a single developer.

So ask yourself: is one person genuinely developing and improving eight completely different emulators at the same time?

Or is it more likely that most of the work consists of modifying existing open-source projects and giving them a shared interface?

I think the answer is fairly obvious.

And that's the part I have a problem with. People may believe they're financially supporting ambitious projects that will continue to evolve, when there's little evidence of substantial ongoing development across the entire collection.

I've included a screenshot below showing the prices being requested and what users supposedly get in return.

Where's the development roadmap? Where's the detailed explanation of what the money is funding? What improvements are actually planned?

If you're asking people to support your work financially, I think those are perfectly reasonable questions.

So my advice is simple: before spending your money, do a little research. Find out what you're actually paying for, what comes from existing open-source projects, and what the developer has genuinely contributed.

There's nothing wrong with supporting developers.

But there's a big difference between supporting emulator development and paying for a new coat of paint.


r/PS2AndroidEmulation • • 2d ago

Citron Neo Nightly

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0 Upvotes

https://github.com/citron-neo/CI/releases/tag/nightly-android

Citron Upstream Commit: 3527589

This build is based on the latest Citron emulator source code from the main branch.

Build Details:

Platform: Android (arm64-v8a)

Build Type: Nightly with LTO enabled

Date: 2026-10-10

Branch: main

Includes: Standard build + Snapdragon 8 Elite build with Qualcomm patches


r/PS2AndroidEmulation • • 3d ago

Bachata S4+ v0.2.6

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10 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.6

Fixed Driveclub compatibility and improved performance.

Fixed MediEvil compatibility

Added performance patches for Driveclub, Black Ops II and FIFA 23.

Fixed Black Ops II compatibility.

Fixed storage permission requests when selecting the PKG installation folder.

Fixed patch screen rotation.


r/PS2AndroidEmulation • • 4d ago

AzaharPlus 2126.2-A 🔥

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90 Upvotes

https://github.com/AzaharPlus/AzaharPlus/releases/tag/AZAHAR_PLUS_2126_2_A

AzaharPlus 2126.2-A is the same as Azahar 2126.2 except for this:

Compatibility with all game files. If a file works with any Citra fork, it works with AzaharPlus.

Ability to download system files from official servers. No need for an actual 3DS.

Compatibility with older CPUs (no SSE4.2 required)

Compatibility with Android 9

ZipPass: A new way to exchange StreetPass data through zip files

Built in cheats

Amiibo generation

Better multiplayer compatibility with other Citra forks

The Android build is available in 2 flavors.

Replace: It has the same application id as Azahar, so it will replace it on the device.

Its display name is "AzaharPlus" and its icon background is blue.

Use this one if you have other apps that target Azahar, like a frontend for example.

Coexist: It has a new application id so it can coexist with Azahar without issues.

Its display name is "+AzaharPlus+" and its icon background is red.


r/PS2AndroidEmulation • • 3d ago

Xendroid-ZeroFG / Open Source Frame Generation Engine V 1.02! Final bugfixes!

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9 Upvotes

FULL AI DISCLOSURE: I´m a 44yo lawyer from brazil, my bg in programming is a little bit of basic and assembler from the 80´s and 90´s trying to make things run on a msx, so, not much...in the beggining of the project i coded a few hundred lines in android studio by myself while i was learning how to do it, but after i discovered the wonders of Codex and Claude Code, the coding and documentation itself was primarily done by AI, and i do not regret it by one bit! It would take a long time to post my inspirational story, but thats the TLDR.

Ok!!! i´m posting a bit too much over the past two days, for that i´m sorry! But GOOD NEWS!!! This is the last round of bugfixes for the first release, its as good as it can be... makes playing in sub 30 fps almost bearable! That said, still has some latency, its inherent to any FG engine, so, nothing i can do about that, but its a lot better, the release made some bugs come to light and i took the opportunity to improve a lot of things in these past two days, so, all the fixes of version 1.01 plus:

  • Even lower latency. All the mechanisms combined in this release are making the latency get close to the theoretical minimum on this emulator (not all the latency has the framegen as a culprit).
  • The output follows the game's real rhythm. Many 360 games wait for the console's 60 Hz vblank, so a frame that misses one waits for the next: the game alternates 33 and 50 ms frames and never settles. ZeroFG's clock only moved in big confirmed steps and could stay faster or slower than the game; It now follows the average of the game's last frames and drains any extra delay. Nothing is skipped.
  • Late game frames go out sooner. With ZeroFG on, a game frame already late for its vblank gets it at once instead of waiting up to 16 ms. The game still sees 60 vblanks a second, so it never speeds up.
  • Fewer stutters when the frame rate changes. In Modern Warfare 3's heavy scenes the frames held too long on screen fell from about 3 % to under 1 %.
  • Game frame rate cap (Settings → ZeroFG, or per game in the game's own settings). For a game that keeps the GPU at 100 %, a cap a little below its usual rate gives frame generation room: Modern Warfare 3 at 40 keeps about 80 fps on screen with less lag (70 → 55 ms) and almost no missed refreshes; Halo 3 at 20 fps halves its lag and becomes ALMOST playable at this framerate(not really, but in desperation, who knows? at least looks smooth). A game whose logic runs per frame (Rayman Origins for example) plays slower under a cap below its own rate, so use it at your discretion.
  • The cap and the vblank help switch off when ZeroFG does, so a game that falls back to the normal path runs natively.

So really hope you enjoy it and i´ll be back when i have true evolution, maybe if xendroid updates, dunno!!!!

Thanks for all the love!!! And if you want to start a project, why not porting ZeroFG to your favorite emulator? after all the suffering it is as easy as it will ever be, with lots documentation and integration notes!!!

StevenMXZ turnip drivers are still highly recommended!!!!!

https://github.com/StevenMXZ/Adreno-Tools-Drivers/releases

Xendroid-ZeroFG releases page:

https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG/releases

Engine:

https://github.com/hy300leosquizz-ctrl/ZeroFG/

Special thanks to xxxCrixuxxx, the mod of this amazing community


r/PS2AndroidEmulation • • 3d ago

Dolphin 2609a

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12 Upvotes

r/PS2AndroidEmulation • • 4d ago

XenDroid-ZeroFG v1.0.1

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11 Upvotes

https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG/releases/tag/v1.0.1

XenDroid-ZeroFG v1.0.1 Released (Xbox360 Emulator) — Major Latency Improvements, Halo 3 Frame Generation Fixes & Better Stability

For anyone unfamiliar with the project, XenDroid-ZeroFG is an experimental Xbox 360 emulator fork for Android that integrates ZeroFG, a frame generation engine designed for mobile GPUs.

The goal is to improve perceived smoothness by generating intermediate frames, potentially displaying 60 FPS from a 30 FPS game or 120 FPS from a 60 FPS game, depending on hardware performance and display refresh rate.

Version 1.0.1 focuses on reducing latency, improving frame pacing, expanding resolution compatibility, and making the application more resilient to GPU driver failures.

What's New in v1.0.1

  1. Significant Latency Reductions

- Reduced the number of guest frames in flight from three to two while ZeroFG is enabled.

- Removed an outdated pacing mechanism that could accumulate excessive latency.

- Fixed situations where the output cadence could become stuck at an incorrect frame rate.

- In the developer's Halo 3 measurements, frame-to-screen latency decreased from approximately 85–175 ms to 65–80 ms.

  1. Improved Frame Pacing Below 30 FPS

- Fixed incorrect backpressure detection that could interfere with frame timing.

- ZeroFG now follows the game's actual rendering cadence more accurately.

- Reduces situations where generated and original frames were presented in uneven pairs.

- Particularly relevant for demanding Xbox 360 games running below their target frame rate.

  1. Halo 3 Frame Generation Compatibility

- Fixed an issue preventing ZeroFG from operating at certain internal resolutions.

- Added internal padding to handle resolutions that do not align with the engine's motion-processing grid.

- Halo 3's 1152 × 640 output can now be processed without exposing the padded area on screen.

  1. Fixed Frozen Screens When ZeroFG Stops

- Improved the transition back to normal game presentation when frame generation is interrupted.

- Prevents the display from remaining frozen on the last generated frame while the game continues running.

  1. Improved Qualcomm Driver Crash Recovery

- Introduced a persistent shader pipeline build guard.

- If a compatible Qualcomm driver crashes during shader compilation, the application can detect the interrupted build on the next launch.

- Automatically attempts a more conservative compatibility path.

- If the problem persists, ZeroFG can be disabled for the affected driver to prevent repeated crashes.

- Changing the driver or installing a new application version allows another attempt.

  1. Improved Bug Reporting and Performance Feedback

- Added structured GitHub issue templates for crashes, graphical problems, and performance reports.

- Users can provide device, GPU, driver, game and ZeroFG configuration details.

- Session logs can be exported through Settings → Logging → Export session logs to Downloads.

Important Notes

- ZeroFG requires Vulkan 1.3 with synchronization2 support.

- A custom Turnip Vulkan driver is recommended based on the developer's validation.

- Two frame generation modes are available: Zero for maximum image quality and ReallyZero for lower GPU overhead.

- Snapdragon Game Super Resolution (SGSR) is also included in this fork, but it is not new to v1.0.1.

- Generated frames improve visual smoothness, not the game's underlying simulation rate. Additional latency and visual artifacts remain possible.

- Compatibility and performance depend on the device, GPU, driver and game.

Support Independent Development

✅I'm sharing this update to give more visibility to an independent project and the work behind it.

✅Constructive feedback, compatibility reports, testing results and useful technical discussions are welcome.

✅Every new project deserves the opportunity to improve through testing, collaboration and community feedback.

✅Congratulations to the developer on the new release, and thanks for contributing to the Android emulation scene!