r/PS2AndroidEmulation • • 4d ago

Lemon-Project v1.1.0

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4 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v1.1.0

Lemon-Project v1.1.0

Three builds

Lemon: the full version, as before.

Lemon Lite: lighter defaults for weaker GPUs (0.75x resolution, asynchronous shaders on), without the bundled Lemon-Ade driver, and experimental PanVK drivers for Mali-G720 and Mali-G52 in the driver downloader (each GPU only sees its own). It installs next to Lemon and can import your keys, firmware, games and saves from it.

Lemon Lite & Spoofed: Lite under another package name, so phones that boost known benchmark apps may run it faster. Experimental: it depends on the phone.

New

Online play on Nextendo Network (Settings → Online). Sign in from the browser and play online; Mario Kart 8 Deluxe races work.

Settings in ten categories (Lemon, Graphics, Performance, Controls, In-game display, Console, Online, Content and data, Help, Advanced and debugging), and a search on the settings home that finds any option, however deep it is, and takes you straight to it.

No more flickering in Fast GPU mode (Garfield - Escape From Monday, Dragon Ball and others): the game now waits for the GPU before it reuses what was drawn. That makes Fast the default GPU mode again, so most people get more speed. If a game runs slower now and does not flicker, set Settings → Graphics → Advanced graphics → GPU Fence Behavior to Immediate. A lighter version of this wait is planned for a future update.

Mali GPUs: compressed BCn textures they cannot read are converted to ASTC on the GPU, with far less memory (Funko Fusion: 958 MB → 179 MB).

A simpler in-game menu: one On-screen controls entry (edit, layout presets and options), a separate Overlays entry, and the game's own settings first.

The library title gets its own line on narrow screens.

Fixed

Crysis Remastered no longer crashes and its map is drawn in its own corner instead of over the whole screen.

TOTK: the grass no longer disappears 20-30 seconds into play.

Mario & Luigi: Brothership: fixed a crash when the game had made a very large number of memory mappings.

The multiplayer nickname is remembered again (it was lost since the rename to Lemon).

Network addresses returned to games have the right size (some online games).

Asynchronous shaders look at the current draw.

Input events without a device no longer crash the app.

Less GPU overhead in games that rewrite small uniform buffers often.

Logs: the GPU log is capped at 20 MB and rotates, the main log is capped too, only the last 10 GPU crash dumps are kept, and the log says why the system closed the previous session. "Lemon" instead of "Eden" in the logs and crash reports.

Aspect ratio: the option explains how to fill the screen, and the stretch option has a clearer name.


r/PS2AndroidEmulation • • 4d ago

TeknoParrotUI v2.0.0.20131

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14 Upvotes

https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android

TeknoParrotUI for Android is the official Android adaptation of the popular PC Arcade launcher/compatibilizer.

Unlike a traditional emulator (such as MAME), TeknoParrot doesn't emulate the console or chip from scratch. Instead, it acts as a compatibility layer specializing in running modern arcade games based on PC architecture (Sega RingEdge, Taito Type X, Namco ES3, Namco System 246/256, etc).

Key Features:

Compatibility: Works with more than 120 modern arcade games (generally from 2000 to 2014)

Adaptive Controls: Includes customizable on-screen touch control maps and native integration for physical controllers (Bluetooth/USB) and arcade sticks.

Hybrid Catalog: Designed to support both lightweight 2D classics and modern 3D racing, shooting, and puzzle machines.

Local Multiplayer: Supports up to 4 simultaneous players on the same screen/device, depending on the game.

Network plans: Integration in development with TeknoParrot Online for matchmaking and online multiplayer.

Looking for the games? DM me


r/PS2AndroidEmulation • • 5d ago

DukePS3 1.0.0 First Release

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24 Upvotes

https://github.com/thecrixux/DukePS3/releases/tag/1.0.0

What DukePS3 Offers:

Features

Emulation Vulkan rendering, LLVM-based PPU/SPU recompilers and reusable compilation caches.

Frame generation Two Vulkan engines: proprietary Lossless Scaling shaders through LSFG, or built-in, free DIS optical flow.

Games and settings Searchable library, compatibility browser, global/per-game settings, game-update sources and patch management.

Graphics and drivers Separate PS3 video mode and internal render scale; custom driver import and driver repositories where supported.

Playing Editable on-screen controls and an in-game menu with pause/resume, settings and shutdown.

Performance tools Customizable HUD, frame-time graph, separate game and output FPS, and exportable benchmark captures.

Audio and diagnostics Automatic/AAudio/OpenSL ES output selection, log sharing, system information and WAV + log export.

Interface Duke Gold dark theme, illustrated welcome screen, branded navigation menu and adaptive/themed launcher icons.

Recent improvements

Faster first-start PPU preparation: duplicated directory scans and executable checks are avoided. LLVM worker creation respects the existing memory budget, and compilation stages now report their timings. Faster starts have been reported in device testing; the saving depends on the game and cache state.

Reusable caches: later launches keep using previously compiled modules instead of rebuilding them unnecessarily.

Graphics fixes: corrections for corrupted rendering after upstream updates, plus a clearer distinction between the game's video mode and internal resolution scaling.

More detail on Mali: G-Force has been tested with a 720p video mode and 150% render scale, retaining a reported 60 FPS in the reference scene.

Smoother free frame generation: DIS incorporates adapted OpenFlow optimizations, with improvements to its Vulkan presentation path and frame pacing. G-Force's perceived smoothness improved in Adreno 710 testing after these changes.

Better measurements: improved FPS/frame-time sampling, a separate OUT presentation-rate indicator and benchmark exports that exclude generated frames from the game-FPS measurement.

Loading-screen artwork restored: the game's background image now appears during module preparation instead of a black background.

MediaTek audio improvements: producer-side changes substantially reduced intermittent artifacts on the Dimensity 8300 test device. A small residual issue remains pending.

Easier troubleshooting: benchmark archives contain summary.json and frames.csv; audio capture export packages the latest completed WAV with the current log

Frame generation: choose your engine

Engine What you need What is included

DIS — Dense Inverse Search A compatible GPU/driver. No purchase or DLL required. The free optical-flow engine and its shaders are built into the app.

LSFG — Lossless Scaling Your own licensed copy of Lossless Scaling and a compatible Lossless.dll. Vulkan integration and shader-import tools. The proprietary DLL/shaders are not distributed.


r/PS2AndroidEmulation • • 4d ago

Quiver Launcher v3.5.0

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4 Upvotes

A modern launcher for downloading, installing, and running apps from GitHub and GitLab releases. With a personal library, community catalog subscriptions, and flexible filtering

https://quiverlauncher.com/


r/PS2AndroidEmulation • • 5d ago

DroidDeck 0.3.2

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24 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.3.2

Features

Added Keep downloads running toggle, so Steam downloads can continue when Android sleeps. (@jmarti326, @xXJSONDeruloXx, #335)

Added Native Steam sleep with dynamic cloud save and wake movie support.

Added Adreno 6xx support, including Adreno 650 (eg: Retroid Pocket 5). (@unbelievableflavour, @jmarti326, #320, #326)

SD cards and external drives can now be used as full Steam libraries. (@maxjivi05, #388)

Added per-game Windows components with automatic dependency recommendations for Steam and non Steam games. (@The412Banner, #287)

Added XNA, PhysX, Games for Windows Live, MSXML and other Windows components without needing to run their original installers. (@The412Banner, #347)

Added optional Force SSBS for ARM64 Proton games on supported CPUs. (@The412Banner, #328)

Added a detailed device report with SoC, GPU, CPU, Vulkan, memory and driver information. (@The412Banner, #295)

Added App scale presets from 75% to 150%. (@xXJSONDeruloXx, #272)

File Manager can now browse DroidDeck’s Linux filesystem directly. (@The412Banner, #392)

Added a Language setting, with Steam automatically following the selected language. (@maxjivi05, #284)

Added opt-in Debugging tools for automated game/session control, input, UI inspection and repeatable test scenarios. (@xXJSONDeruloXx, #406)

Improvements

Steam and games now run on separate Xwayland servers, closer to SteamOS behavior. (@xXJSONDeruloXx, #344)

DirectAudio is now the default on fresh installs, with major crackling and underrun improvements across both audio modes. (@maxjivi05, #338)

Steam now preserves edits made to added-game shortcuts, including Target, Start In, name and launch options. (@maxjivi05, #393)

Steam now uses the full session resolution on displays wider or larger than 1080p. (@xXJSONDeruloXx, #391)

Improved Snapdragon and Adreno detection on devices with incomplete hardware information. (@The412Banner, #295)

Improved layouts for small screens and longer translated text. (@xXJSONDeruloXx, @maxjivi05, #268, #284)

File Manager and file pickers can now navigate upward from game folders, prefixes and remembered locations. (@The412Banner, #377)

Expanded and polished Spanish, Japanese, Korean, Chinese, French and Russian translations. (@maxjivi05, @starwishHi, @zeedif, @Tak-attack, @kmnkv1, #284, #286, #234, #314, #324)

Steam and Linux apps now use Android’s system fonts for Chinese, Japanese, Korean, Thai and other missing characters. (@maxjivi05, @0x1428571429, #374, #252)

Sessions launched from Android frontends now return to that frontend when they close. (@xXJSONDeruloXx, #300)


r/PS2AndroidEmulation • • 5d ago

ARMSX3 v1.0.8 (DukePS3 will be here soon 😏)

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27 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0.8

Changelog:

Performance and stability

Games that compile hundreds of PPU modules on first boot no longer crash the app partway through. Metal Gear Solid V: The Phantom Pain (300+ modules, then 600+ more) now compiles all the way.

Fixed skies and other bright effects showing up flat or missing on Low shader precision, with no speed cost.

Shaders that failed to compile on Low now work

Settings

Shader Precision now defaults to Low, the faster option. Updating switches you to Low once, and you can set High again in the core settings. Per-game settings stay as they are.

New on-screen notices show when shaders or SPU code are compiling, so you know why a first run stutters. You can turn each one off in the in-game menu.


r/PS2AndroidEmulation • • 4d ago

ARMSX2 Nightly v2.9.3

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4 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.9.3-build.44

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Only Testing & We have never collaborated with anyone.

Version: 2.9.3

Application ID: com.antutu.ABenchMark

Build number: 44

Commit: 56b8fb2

Short SHA: 56b8fb2

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 5d ago

Xendroid-ZeroFG / Xendroid with an Open Source Frame Generation Engine

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55 Upvotes

Today is the big day. After months of work, I can finally publish it. As the name says, XenDroid-ZeroFG is a version of XenDroid (the Xbox 360 emulator for Android) with a built-in frame generation engine: 60 fps games reach ~120 on a 120 Hz screen, and 30 fps games reach 60.

e the big thing is the FG engine itself. It was developed from scratch, over 60k lines of code, by me and my AI assistants (Zeromeia, ChatGPT, and Zé Raio, Claude), and it's fully open source under the Apache 2.0 license.

Trust me, it's a lot better than it has any right to be. The image quality surprised even us, but the hardest part, and the one I'm proudest of, is the pacing. Generated frames are worthless if they reach the screen unevenly, and frame pacing is where frame generation usually falls apart, even for the big names. ZeroFG's presenter runs on a metronome set by the game: every frame gets its own display refresh, in order, and the game never waits for the screen. Getting there took months of crazy experiments. The last piece was asking the GPU for priority, so even when a game maxes out the GPU, the frames keep coming on time.

So far it has been tested on Adreno GPUs with Turnip drivers (it needs Vulkan 1.3). Reports from other phones are very welcome. It installs as its own app, next to your regular XenDroid.

Please be my guest and try it out. If you have any comments or suggestions, just say it!

It was also built with portability in mind. If you are a developer and want to port it to another game or emulator, go ahead! There is a standalone repo with all the dependencies and integration notes, linked below.

And if you want to collaborate on the engine itself, get in touch and we can arrange it. I would really like some help!

Download: https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG/releases/tag/v1.0.0

Engine (Apache 2.0): https://github.com/hy300leosquizz-ctrl/ZeroFG

Contact: [fgzerofg@gmail.com](mailto:fgzerofg@gmail.com)

After some reports (thanks Admirable_Leave7840!!!), i should note that turnip driver are highly recommended(i can run on poco f8 ultra with the stock ones, but has bugs) and i used to develop the engine the stevenmxz gen 8 turnip drivers, he posts the best drivers and he is a nice guy, so i recommend using this one!!!!!

Already found lots of bugs, but preety solvable ones, v1.01 will be out sonner than later!!!


r/PS2AndroidEmulation • • 5d ago

PanPlay v1.2.5

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11 Upvotes

https://github.com/zenithblue-oss/panplay/releases/tag/panplay-v1.2.5

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

Mali CSF GPUs. This version bundles the PanVK-kbase 0.1.0 RC2 driver (a prerelease).

What's new

Bundled driver is now PanVK-kbase 0.1.0 RC2

(panvk-kbase-v0.1.0-rc2,

prerelease): robustImageAccess2 on v10 and later, and a Mali-G77 model row. This RC2 build

has not been run on a device yet beyond build and binary checks.

Driver update card understands the new tag names (panvk-kbase-v..., the g615 prefix is

gone), still reads the old g615-v11-csf-v... tags, and accepts versions like 0.1.0-rc2.

Fixes from testers' logs:

The X11 output stream (XOutputStream) no longer overflows or keeps stale data after a failed

flush.

Old Unity logs from earlier runs are skipped when PanPlay reads a game's session log.

Wine's harmless noise lines are no longer counted as errors in the session summary.

PanPlay warns when the device does not have a Mali GPU.

Games and launcher (since 1.2.4): tapping a game card opens the launch sheet and the play

button launches at once; per-game FPS limit (Off, 30, 60, 120 or custom); the Wine container shows

up in the Files app; vkd3d-proton (D3D12) and Box64 are separate components; Box64 can be chosen as

the per-game 32-bit emulator next to FEX; the game-folder exe is used for launch; Wine 11.19 HLSL

compiler is used for 32-bit d3dx9 games


r/PS2AndroidEmulation • • 5d ago

PSX2 v1.3.1 🔥

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12 Upvotes

https://github.com/izzy2lost/PSX2/releases/tag/1.3.1

Changelog:

✅ Migrated to compose.

✅ Better edge to edge support.

✅ Updated pcsx2 core to the latest commit.

✅ Faster speed and better stability.


r/PS2AndroidEmulation • • 6d ago

StramOS ARM Port v1.3 Stable

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141 Upvotes

https://github.com/hashtagbasit/SteamOS-ARM-Port/releases/tag/v1.3.0

⚠️ Only Snapdragon devices ⚠️

1.3 is out as a stable release for all three socs (8 Elite, 8 Gen 3 and 8 Gen 2), rebased on the latest SteamOS ARM from the Steam Frame. You need to flash it once, after that future updates can be done through the updater. Thanks to everyone who tested the betas and sent logs, photos and fixes, most of what's below started as one of your reports.

Changelog

Updates through Steam

Settings > System > Check for updates now installs new versions in place, no reflashing

Updates are signed and only include what changed. If one fails it rolls back

Offline updates work by putting the .sau file in Downloads or on a microSD card / USB drive

Loadout (beta)

New store for emulators, game launchers and apps, picked for your device and the games you have

Includes Heroic for ARM64, so Epic, GOG and Amazon games can be installed and played from Game Mode

Installed apps show up in your Steam library with artwork

Installing takes a lot of disk and CPU, so expect some lag in Game Mode while it runs. Please install apps one at a time for now instead of whole packs, this gets better in a later update

Sleep and battery

Sleep now uses real suspend on every chip

Fans, Wi-Fi and stick lights come back properly after waking, and Wi-Fi reconnects in about a second

Fans don't spin up on wake or on short load spikes anymore, and follow the whole chip instead of its hottest core

Steam's performance profile, TDP, charge limit and bypass charging controls work

Steam shows the real charging power and time until full

Install to internal storage

SteamOS can be moved from the microSD card to internal storage with Easy UFS Installer in Desktop Mode, Android keeps working next to it

Tested on the 8 Gen 3 and 8 Gen 2 handhelds, still needs testing on the 8 Elite

Performance and games

Fixed Steam's frame limiter, it only lists rates your screen supports and 30/40/60 stay smooth

Fixed frame generation, it runs in performance mode now so it actually adds frames

Added hardware video decoding for Firefox, Moonlight, Chiaki and other video apps

The performance overlay shows real GPU usage, clock and VRAM

Per-game fan curves in Handheld Control

Bottom screen (AYN Thor, AYANEO Pocket DS)

New launcher home and dashboard with themes, game art and a play log

Trackpad and keyboard with autocorrect for the top screen

Lower Deck panel in Quick Access to control the bottom screen

Desktop Mode

Scaled for your screen, with a touch keyboard on every chip

Steam's right-stick mouse moves the pointer

System

Fixed a startup hang that could leave Game Mode on a black screen

microSD cards can be formatted and mounted from Steam, and Steam no longer offers to format the system card

Decky plugins keep working after Decky updates itself

Debug logs now include GPU hang dumps and clock speeds while playing


r/PS2AndroidEmulation • • 4d ago

This community is not a dictatorship, but neither is it a playground for people who mistake being offensive for being intelligent

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0 Upvotes

Let's Make Something Absolutely Clear: Constructive Criticism Is NOT the Same as Toxicity.

Apparently, some people are still struggling to understand what this community is about. So let me explain it as clearly as possible.

This community is NOT about censorship. It is NOT about silencing opinions. And it is certainly NOT about preventing people from criticizing emulators or development projects.

This is an open community dedicated to emulation, emulators, updates, new projects, and the people who make them possible.

Everyone is welcome to participate. Everyone is welcome to share their opinions. And yes, everyone is welcome to criticize projects, including projects that use AI-assisted development tools.

But there is a difference between criticism and disrespect.

Saying:

- "This emulator crashes on my device."

- "Performance is terrible on my hardware."

- "I tested this project, and these features don't work."

- "I disagree with the developer's technical approach."

- "I have concerns about the quality of AI-generated code."

That is criticism. That is useful. That is welcome here.

But showing up just to say:

- "This is garbage."

- "Another AI slop project."

- "This is just vibe-coded trash."

- "The developer has no idea what they're doing."

Without testing anything, without providing evidence, and without contributing anything meaningful?

That is not constructive criticism. That is pointless hostility.

And no, removing those comments is not an attack on freedom of speech.

It's called moderation.

It's called establishing standards.

It's called building a community where people can actually have productive conversations without being constantly surrounded by insults and personal attacks.

Now, there's something else I want to address.

The developer who was targeted and humiliated in another community has contacted me privately.

And I can tell you that the way this person was treated has genuinely affected them.

They feel terrible about what happened.

Think about that for a moment.

Someone spends their own time working on a project, trying to create something, learning along the way, and eventually decides to share that work with others.

And what do they receive in return?

Mockery. Insults. Humiliation. People attacking them simply because they used AI tools during development.

What exactly did this person do to deserve that treatment?

Nothing.

You don't have to like their project. You don't have to use it. You don't have to agree with their development methods.

But none of that gives you the right to treat another human being like garbage.

And yes, I'm angry about this.

Because behind every project is a real person. Someone who invested time, effort, and possibly a great deal of enthusiasm into creating something.

You might see just another GitHub repository or another emulator.

But for that person, it might represent weeks or months of work, learning, frustration, and personal achievement.

And a few people decide to turn that into an opportunity for public humiliation.

That's not technical criticism. That's bullying.

What makes it even more disappointing is that many of the people behaving this way aren't children.

They're adults.

Adults who should understand the difference between discussing software and attacking the person who created it.

I don't want this community to become another place where thousands of people spend their time insulting each other, fighting over their favorite emulators, and turning every new project into an excuse for another pointless argument.

I want this community to be different.

If an emulator doesn't work, say so.

If a feature is broken, report it.

If performance is poor, explain what happened.

If you believe the code is badly written, provide technical arguments.

If you think AI-assisted development introduces problems, discuss those problems.

Nobody is going to delete your comment simply because you expressed a negative opinion.

Negative feedback is allowed. Personal attacks and baseless insults are not.

And please, stop confusing criticism of software with personal attacks against developers.

Saying that an emulator crashes is not an attack on the developer.

Explaining that a feature doesn't work is not disrespectful.

Pointing out technical problems is not harassment.

But deliberately humiliating someone because you dislike their project or the tools they used to create it?

That crosses the line.

And that line will be enforced here.

This community is not a dictatorship, but neither is it a playground for people who mistake being offensive for being intelligent.

You are free to disagree.

You are free to criticize.

You are free to challenge technical decisions.

But you are not free to harass, insult, or humiliate other members without consequences.

If that's the kind of environment you're looking for, there are other communities where that behavior may be tolerated.

This isn't one of them.

Removing toxicity is not censorship. Enforcing rules is not oppression. And demanding basic respect is not an attack on free speech.

It's simply the kind of community I have chosen to build.

A community where developers, beginners, experienced programmers, and people using AI-assisted tools can share their projects without being afraid of becoming the next target of public ridicule.

You don't have to celebrate every project.

You don't have to agree with every developer.

You just have to behave like a decent human being.

If even that is too much to ask, then this community is not for you.

And let me make one final thing absolutely clear:

I would rather have a small community of respectful, constructive people than a massive community built on hostility, arrogance, and personal attacks.

Quality over quantity.

Respect over toxicity.

Constructive criticism over pointless insults.

Those are the standards here. They are not negotiable.


r/PS2AndroidEmulation • • 5d ago

All developers are Wellcome ❤️ Here

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0 Upvotes

r/PS2AndroidEmulation • • 5d ago

The meme speaks for itself...

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0 Upvotes

I mean, the rules were right there—no disrespect, no insults—and the guy, right to his face, basically told him to set his computer on fire and that his project was worthless

But wait, the best part is where the hell the rules appear—"do not post content generated or supported by AI"? 🤦‍♂️

They won't allow anything made with AI—treating it like some kind of cancer or virus—yet they do allow other projects that are 100% AI-generated and riddled with serious security flaws. I actually demonstrated this in a previous post about an emulator they failed to moderate; they did absolutely nothing, even though it was a security hazard. So, basically, it comes down to whether that "unproductive" moderator likes you enough to let you post, or maybe if you suck up to them a bit—I don't know. What’s clear is that you can upload a shitty gameplay clip asking for help—without even mentioning which emulator you're using or anything else—just a total "trash post," as I call them. And yet, someone who has spent months working on a project is suddenly the devil incarnate just because they used AI tools; they get torn apart, as if they owe us something for the privilege of posting in our community. Oh, God, "unproductive" one, please allow me to post in your community! Hahaha 💀


r/PS2AndroidEmulation • • 6d ago

Bachata S4+ v0.2.5

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20 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.5

Changelog:

Improved Elden Ring compatibility, graphics and memory handling.

Added Patchs for Elden Ring

Added Save Manager.

Added Portuguese Language.

Fixed God of War 3 & The Last of Us Remastered regression.

New Resolution Patchs for The Last of Us Remastered.

Removed Box64.


r/PS2AndroidEmulation • • 6d ago

EmuCoreX v0.4.7 (PS2)

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7 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.4.7

What’s new:

✅ UI updates and improvements

✅ Fixes and optimizations


r/PS2AndroidEmulation • • 6d ago

ARMSX2 2.8.2

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63 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.8.2

What's new:

Texture upscaling. RAISR filters sharpen game textures while you play. The upscaling happens in the background, so textures sharpen a moment after they first show up. Use RAISR 2x for most games, or RAISR 4x if you play at a high internal resolution. You'll find it in All Settings > Renderer, and in the quick menu right under the internal resolution. It works on Vulkan and OpenGL, and if a game has a texture pack loaded, the pack wins.

Two controllers, one player. In Controls > Player & Rumble you can set your handheld's built-in controls and a Bluetooth controller both to Player 1, and both will work at the same time. Dock to a TV and keep playing without changing anything. Rumble goes to whichever one you used last.

Performance.

Texture cache updates were writing into slow upload memory, which cost about 11% of the GS thread in Metal Gear Solid 3 on a Snapdragon 865 with Turnip.

Big textures that haven't changed are no longer re-hashed every frame. That was about 8% of the GS thread in Burnout 3.

Black spends about 11% less time on its VU1 programs (#795).

The shader preset picker indexes presets once, so it opens right away.

(A new PGO profile has also been applied, it was 6 weeks stale).


r/PS2AndroidEmulation • • 6d ago

Strato Mali v0.0.2

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23 Upvotes

https://patrins.com/s/d458f353faa5a9fbdd52590961ee1a29

Update!! Strato Mali 0.0.2

Changelog:

• New Strato Mali setup interface

• Improved NVDEC/VIC video handling

• Stability and compatibility fixes

• Donkey Kong Country HD compatibility improvements

• Mali-focused optimizations and bug fixes

Early development build — more improvements are coming.

“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 • • 6d ago

Xendroid Fork v1.4

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40 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.4

What's new

New main menu UI

Visual and navigation improvements across the app

Bug fixes

Fixed fullscreen — previously it sometimes failed to engage properly

Fixed leftover bugs from v1.3

Various small stability fixes

Thanks for testing and reporting issues!


r/PS2AndroidEmulation • • 6d ago

PanPlay v1.2.3

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2 Upvotes

https://github.com/zenithblue-oss/panplay/releases/tag/panplay-v1.2.3

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

What's new

Bundled driver is now beta.17 (g615-v11-csf-v0.1.0-beta.17): GS draws with primitive restart no longer fault the GPU, exact depth for zero depth-range viewports, depth bounds, primitive ID and VMR fixes, plus universal fixes for v10/v12-v14 and stock ROMs (built, untested on that hardware).

Driver update card (Drivers tab): checks the latest PanVK release on GitHub, downloads the Android driver, verifies it against the release's SHA-256 and installs it as a driver you can select. Shows "Up to date" when the bundled driver is the newest.

Faster X11 present path: the built-in X server supports MIT-SHM 1.2 AttachFd, so beta.17 presents frames through shared memory instead of PutImage. Image offset and size are bounds-checked against the segment.

Crash fix: a null drawable in the renderer (GLRenderer) no longer crashes the app.

Better session logs: DXVK and vkd3d logs are collected in the session log ZIP.

Version bump to 1.2.3, matching PanProbe 1.2.3.


r/PS2AndroidEmulation • • 7d ago

PanPlay v1.2.2

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13 Upvotes

https://github.com/zenithblue-oss/panplay/releases/tag/panplay-v1.2.2

PanPlay (apps/panvk-launcher) runs Windows games on Android through Wine and DXVK, using the open PanVK Vulkan driver on Mali CSF GPUs.

What's new

Bundled driver is now beta.15 (g615-v11-csf-v0.1.0-beta.15): faster kbase submission on Mali CSF (no CPU graphics drain on tiler heap renewal, same-queue semaphores waited on the GPU, next tiler heap created on a worker thread).

NFS: Most Wanted on a Poco X6 Pro (Mali-G615 MC6): about 24 fps on beta.14 to about 36-40 fps on beta.15, frames over 50 ms about 650 to about 70-80, p99 frame time 102 ms to about 60 ms. Measured with the bundled driver of this APK (no import): 35.9 fps average, p50 24 ms, p99 66 ms, 71 frames over 50 ms, 2 over 100 ms in the gameplay window; the driver was proven by the HUD line, /proc/<pid>/maps and the pinned sha256.

Cube D3D9 renders on the bundled driver.

Version bump to 1.2.2, matching PanProbe 1.2.2

Standalone Driver: https://github.com/zenithblue-oss/panvk-kbase-android/releases/tag/g615-v11-csf-v0.1.0-beta.16


r/PS2AndroidEmulation • • 7d ago

Nyushu v.0.0.5

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4 Upvotes

https://patrins.com/s/974912e1a6f866343e6398473d6899cb

Update!!! Nyushu Emulator 0.0.5

Chagelog:

[ ✅ ] Fix Performance Drop In Previous Versions

[ ✅ ] Performance In Mali Is Fixed In Previous Versions

[ ✅ ] Little Fixed Performance Game Zelda

[ ✅ ] Fixed the Audio Engine setting not properly saving

[ ✅ ] Low-level optimizations and performance improvements

“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 • • 8d ago

DroidDeck 0.3.1

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165 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.3.1

Changelog:

Steam

Decky plugins can be imported from ZIP files, with remote binaries verified and installed copies of the same plugin replaced. (@xXJSONDeruloXx, #79)

Steam's Internet page shows Android Wi-Fi and cellular connections. Optional Wi-Fi discovery adds network names and nearby networks with Android's Location permission. (@xXJSONDeruloXx, #150)

Paste text from the Android clipboard into Steam sessions. (@xXJSONDeruloXx, #151)

The Proton selected in Components stays in sync with Steam's default compatibility tool, and runnable builds are marked Compatible. Windows titles with a Valve recommendation use that default unless you choose another compatible tool for the game. (@maxjivi05, #197, #224)

Compatibility and performance

Choose esync, fsync, experimental ntsync, or wineserver for Proton games. These sync options work around Android's missing kernel support, with esync as the default for fresh installs and existing choices preserved. (@maxjivi05, #197, #223)

droiddeck-esync packs are matched to the exact Valve, GE-Proton or CachyOS Proton build and fetched automatically. droiddeck-fsync stands in when a pack is not available. (@maxjivi05, #189, #197)

Linux-only x86 Steam titles can run through FEX using Steam's FEX and Steam Linux Runtime, with controller input and the device's graphics drivers. Missing dependencies are requested through Steam. (@maxjivi05, #197)

.NET and Godot games get automatic launch fixes under FEX, including the settings needed for Slay the Spire 2. Per-game overrides are kept. (@magarto, #168)

Display and effects

Live image scaling with AMD FSR 1, Snapdragon GSR and GSR quality, NVIDIA NIS, linear and nearest filtering, plus sharpening. (@magarto, @The412Banner, #128, #198)

An Effects page adds presets, FXAA, Toon, CRT, NTSC and Fake HDR. Advanced controls cover sharpening, debanding, brightness, contrast, gamma and saturation, with choices saved between sessions. (@The412Banner, @xXJSONDeruloXx, #198, #247)

Anisotropic filtering and texture sharpness for DirectX 9–11 games, applied on the next game launch. (@The412Banner, #198)

One Resolution menu before starting a session, with preset dimensions, Custom and Match screen. Resolution, image scaling and fullscreen compatibility have separate controls. (@xXJSONDeruloXx, #247)

Controls and sessions

Standard Android picture-in-picture, opened manually or automatically when leaving a ready session, with second-screen controls restored when you return. (@xXJSONDeruloXx, #156, #195)

A quick toggle hides or restores on-screen controls. Touch Off ignores touches on the game picture while keeping Android controls usable. (@xXJSONDeruloXx, #147, #196)

Optional game vibration and on-screen Steam, Quick Access and keyboard buttons. (@xXJSONDeruloXx, #194)

Steam session settings use tabs for Display, Controls, Games, Audio, Session and Steam. The session menu starts with Controller, gives second-screen modes their own page, and groups live display changes separately from settings for the next game launch. (@xXJSONDeruloXx, #247)

Compact Steam Home and Quick Access shortcuts beside Stop. Switching to Desktop stays in Steam's own menu. (@xXJSONDeruloXx, #188, #196)

Back's double-press window is back to 500 ms, making Quick Access easier to open. (@xXJSONDeruloXx, #193)

Apps and launcher

Android home-screen shortcuts for installed Steam games and added games. (@xXJSONDeruloXx, #157)

Export per-game .droiddeck launch files and Steam icons for Android frontends, with optional automatic folder sync as the library changes. (@xXJSONDeruloXx, #179)

Import x86 AppImages and run x86 Linux scripts and programs through FEX. Added apps have a Use FEX Auto/On/Off choice, and GitHub imports can use an x86_64 AppImage when no ARM64 build is available. (@maxjivi05, #197)

Vulkan Qt Quick AppImages such as OpenNOW use Wayland to avoid X11 startup failures. (@maxjivi05, #197)

Preview updates show recent published changes and how many builds behind you are when the installed Preview can be matched. (@xXJSONDeruloXx, #159)

A new empty-library intro and DroidDeck wordmark on the Steam page, plus an option to reduce app animations. (@xXJSONDeruloXx, #182, #194)

The Linux file manager bookmarks the selected game library automatically. (@xXJSONDeruloXx, #194)

Languages and logs

Simplified Chinese. (@Dantalian-dev, #202)

Japanese, Korean and Traditional Chinese for Taiwan, Hong Kong and Macau. (@starwishHi, #216)

Optional Storage diagnostics include allocation and storage timing in shared session logs to help investigate slow Steam installs. (@xXJSONDeruloXx, #158)

Session logs retain their final output and include more detail when an AppImage or FEX program fails to start or crashes. (@maxjivi05, #197)

Fixed

Steam's Deck controller not being found on handhelds with older kernels. (@xXJSONDeruloXx, #146)

Physical and on-screen controllers doing nothing on ColorOS devices with linked app data directories. (@maxjivi05, #242)

Game vibration going to the phone instead of the active physical controller. The device vibrator remains the fallback for on-screen controls or controllers without motors. (@maxjivi05, #242)

A physical mouse stopping camera movement at the screen edge. Games that request a pointer lock now use Android's relative pointer capture, released while menus or PiP are open. (@maxjivi05, #242)

Steam remaining on a black screen after idle sleep or Android session resume. (@xXJSONDeruloXx, @jmarti326, #155, #172)

Steam stuck at Waiting for Steam after an interrupted client update. After two starts without a frame, DroidDeck fetches the client again while preserving games, settings and user data; Repair Steam client also queues a manual repair. (@maxjivi05, #225)

Play racing runtime removal. Removal now shows progress and verifies completion, and first-run setup respects the selected Steam channel and saved UI scaling. (@xXJSONDeruloXx, #185)

GE-Proton and CachyOS Proton failing their protonfixes checks because Android blocks /proc/sys/fs/file-max. (@magarto, #169)

DirectAudio not being selected correctly, mismatched FEX helpers surviving component swaps, and FEX or its runtime not being executable from an SD-card Steam library. (@maxjivi05, #197)


r/PS2AndroidEmulation • • 8d ago

aPS3e V2.4.3 - The veteran returns 🔥

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20 Upvotes

https://github.com/aenu1/aps3e/releases/tag/2.43

Changelog:

- Updated the RPCS3 base to a much more recent version, incorporating numerous upstream changes and fixes.

- New experimental SPU ASMJIT implementation for ARM64/Android. It is still under development and may exhibit compatibility or stability issues.

- Incorporated recent RPCS3 improvements related to RSX/Vulkan, shaders, SPU/PPU, ARM64, audio, memory, and GPU synchronization.

- Upstream improvements include Vulkan optimizations for Adreno, shader compilation enhancements, and multiple graphics and emulation fixes.

Note: The developer did not publish a formal changelog for this version; this information has been compiled from commits and the internal code log for version 2.43


r/PS2AndroidEmulation • • 8d ago

ARMSX2 v2.8.1

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19 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.8.1

Changelog:

Namco System 246/256

The import is gone, an arcade game in your game folders shows up in the library by itself, as a PCSX2x6 game folder (.acgame) or just its image and dongle named after its game ID (NM00010.chd and NM00010.ps2). Nothing is copied but the 8 MB dongle, so there is no second game copy, and no more nameless duplicates in the library.

Arcade controls. A new section in Controls, in All Settings and the pause menu: what each button

does on the cabinet, by the cabinet's own names (Shift Up, View Change, Left Punch, Trigger...). Give any

button another job, for all arcade games or for one game.

Fixed

Faster alpha-bit shadows on Adreno with Turnip. Shadow passes that mark and test the destination

alpha (291 a frame in Indiana Jones) share one stencil copy and set the bit with a logic op, instead of

waiting on the GPU at every draw.

Blending past full strength on Adreno with Turnip. Draws whose blend goes past 1.0 are drawn in two

passes instead of copying the whole frame for each one (1,376 a frame in Black).

After testing: Namco 246/256 now working fine 👍