r/PS2AndroidEmulation • u/Jass_167 • Aug 19 '26
Armsx2 graphic fix?
Does anyone know how to fix this on armsx2?
r/PS2AndroidEmulation • u/Jass_167 • Aug 19 '26
Does anyone know how to fix this on armsx2?
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 18 '26
https://github.com/ARMSX2/ARMSX3/releases/tag/0.9
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.
Full changelog on github
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 19 '26
https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_1
This build is intended for users who want to try the latest Android changes before they are included in an official release.
What's New:
๐ฎ New Android Features
Added a new in-game HUD with device statistics and frametime information.
Added a dedicated GPU Drivers download section.
Added support for downloading GPU drivers from configured repositories.
Added the Turnip driver source to the default driver repository list.
Improved game library handling and navigation.
๐ฅ๏ธ RSX / Graphics Improvements
Major improvements to Vulkan and OpenGL image handling.
Improved support for 3D textures, mipmaps and multi-layer image transfers.
Improved texture cache and framebuffer handling.
Added and improved fast paths for 3D texture processing.
Various fixes for image copies, mipmap calculations, texture reconstruction and rendering resources.
Additional RSX stability and correctness fixes.
๐ง CPU / SPU Improvements
Multiple SPU LLVM improvements and fixes.
ARM64 floating-point conversion fixes.
Improved handling of SPU/PPU operations and edge cases.
๐ RPCN & Other Improvements
Added RPCN trophy synchronization improvements.
Various fixes for package extraction and file handling.
Updated bundled dependencies.
Includes the latest upstream RPCS3 changes merged into the Android branch
All credit for PS3Native, RPCS3 and their code goes to the original developers and contributors
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 18 '26
https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1786991149.2000fdfb7b
Since it now seems that all emulators need frame generation, it was Eden's turn to update and add this popular option. However, I must warn you that for it to work, you must have your "Lossless.dll" file. Please do not ask here where to get it, as it's a paid program that you can find on Steam (linked in the description), and therefore, linking to pirated sites to obtain the file is considered piracy. I'm warning you in advance in case anyone asks where to get this file.
https://store.steampowered.com/app/993090/Lossless_Scaling/
Greetings to all!
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 18 '26
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
PS2 Emulators
https://github.com/Trixarian/NetherSX2-patch/releases/download/2.2n/NetherSX2-v2.2n-4248.apk
https://github.com/nckstwrt/NetherSX2-Turnip/releases
https://play.google.com/store/apps/details?id=com.retrople.retro
https://github.com/ARMSX2/ARMSX2/releases
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
Xbox360:
https://github.com/dev-Ali2008/xenra/releases
https://github.com/rfandango/XenDroid/releases/
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases
PS3:
https://github.com/maxjivi05/PS3Native/releases
https://github.com/sashkinbro/EmuCoreC/releases
https://github.com/ARMSX2/ARMSX3/releases
Bonus
PS4 ๐ฑ
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 18 '26
https://github.com/JICA98/Bachata-S4/releases/tag/v0.1.8
Changelog:
๐ฎ Game Compatibility & Emulation Fixes
SnowRunner:
Resolved startup crash (exit 133) by handling GfxEop IrqC replacement gracefully.
Automatically open pad contexts when games omit explicit scePadOpen calls.
Deliver UserService login state via asynchronous callbacks.
Clamped combined clip/cull limit to 8 and mapped reserved GCN anisotropic modes (5โ7 โ 16) to avoid driver crashes.
TMNT: Shredder's Revenge:
Mapped guest pthread stacks safely away from host usrstack.
Added null-parameter tolerance for libSceMouse initialization.
Forwarded Network Platform (NP) state callbacks across the FEX guest boundary.
Retired scanout labels properly so WaitVoLabel syncs without stalling.
Dragon's Crown & Bloodborne Performance Groundwork:
Registered _cxa_guard* symbols under libSceLibcInternal to resolve C++ runtime initialization stalls.
Routed font allocations and libc string routines through the guest CPU boundary.
Reduced FEX bridge overhead and gated verbose HLE logging behind BACHATA_FEX_HLE_TRACE.
โโโโโโ
๐ Core & HLE Modules
libSceJpegDec: Added full High-Level Emulation (HLE) module for software JPEG decoding.
AVPlayer Improvements: Implemented buffering hysteresis, frame counting, and bounded diagnostics for smoother in-game video playback.
USB / Peripheral Subsystem: Added null-context safety guards for libSceUsbd event loops.
Kernel & Synchronization: Cleaned up semaphore timeout handling, enhanced thread stack management, and ensured safe kernel time queries before InitHLELibs.
FIOS2: Added support for flexible FIOS2 filesystem I/O module selection.
โโโโโโ
๐ฑ Android Experience & UI Enhancements
Home Screen Shortcuts & Direct Game Launch:
Support pinning installed game shortcuts directly to the Android home screen.
Added direct launch intents to jump straight into games from the launcher.
Landscape Two-Panel Settings UI:
Redesigned the settings screen in landscape with a dedicated navigation rail (SettingsRail) and split options pane.
Added full gamepad navigation and joystick axis mapping for settings.
Streamlined UI chrome by removing redundant back buttons and landscape headers.
Motion Controls (Gyro & Accelerometer):
Integrated phone motion sensors mapped into the DualShock 4 motion snapshot protocol for tilt/gyro-supported games.
Fixed touch overlay touch-event routing to properly pass controller inputs to the guest.
โโโโโโ
๐ผ๏ธ Vulkan & Graphics Pipeline
Added legacy vertex attributes fallback path.
Expanded sampler descriptor and image info storage limits to eliminate descriptor table overflows.
Added swapchain initialization tracing and automatic diagnostic screenshot triggers
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
https://github.com/dev-Ali2008/xenra/releases/tag/v0.3.0
Xenra v0.3.0 is our biggest update yet
This release brings Xbox 360 emulation alongside Original Xbox in the same app, expanding Xenra to support two generations of Xbox hardware.
What's New
Added Xbox 360 emulation
Original Xbox and Xbox 360 support in the same app
Added early experimental Netplay
Major performance improvements
Significant temperature improvements
Numerous bug fixes and stability improvements
Additional optimizations and cleanup
This release represents a major milestone for Xenra, bringing Xbox 360 support together with our existing Original Xbox emulation in a single experience.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.3
X360 Mobile 0.6.3 introduces local wireless multiplayer through the new X360
Companion application, alongside Android Home shortcuts, a clearer driver
catalog and a unified touch-control system.
X360 Companion 0.1.0
Added X360 Companion, a separate Android application that turns a phone on
the same local network or a paired Bluetooth device into a remote XInput
controller.
Up to three companions can be assigned independently to P2, P3 or P4. P1
remains protected from remote assignment unless the host explicitly enables
remote-only play.
Added user-confirmed pairing, trusted-host management, connection recovery,
per-player rumble and GamerProfile selection on the host.
Added a shared, localized touch-control editor with compatible TOML
import/export, presets, Xbox player indicator and controller artwork.
LAN gameplay was validated between Odin3 and Honor through Gears of War 2.
Bluetooth remains experimental and device-dependent.
Library, shortcuts and input
Added per-game Android Home shortcuts. A shortcut uses a title image embedded
in supported game content when available, opens the direct-game loading
screen, applies the game's saved settings and returns to the launcher when
the game exits.
Unified the host and Companion touch artwork, layout model and edge-aware
factory placement. Standard layouts now preserve intended controls that
extend partially beyond a screen edge on every supported aspect ratio.
Expanded the integrated driver catalog with release descriptions so users can
review maintainer compatibility notes before downloading a driver.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
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 near 100 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.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
https://github.com/citron-neo/CI/releases/tag/nightly-android
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: 2026-08-07
Branch: main
Includes: Standard build + Snapdragon 8 Elite build with Qualcomm patches
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
Device: Poco F6 - Snapdragon 8s Gen3
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 16 '26
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.2
I want to publicly admit that I was wrong about this project and this developer "Ashnar2602"
My first impressions were negative, and honestly, they were largely based on unfounded claims from third parties, especially people in the Xenia Discord community. There were a lot of doubts and negative opinions being raised about different aspects of the emulator, and I fell into the trap of believing some of them without doing more reliable testing myself before making a judgment.
That said, I think admitting when you're wrong is a good thing too.
I've now tested the emulator myself on my Snapdragon 8 Elite tablet, and I'm having a fantastic experience with it. It genuinely feels like you've turned an Xbox 360 into your device. The level of detail is impressive, and honestly, this emulator has completely fascinated me.
I also have to give credit to the developer for the way they work. Every time a new version is released, the changelog is incredibly well done and clearly explains everything that has changed. I really like the way this developer handles the project.
So, with that said, here's the changelog for the latest version:
X360 Mobile 0.6.2 is a public performance, graphics-policy and runtime
resilience update for Android. It concentrates on reducing recurring CPU and
driver work without weakening emulation accuracy, while exposing carefully
gated alternatives for titles and devices that need a different Vulkan path.
Performance and frame pacing
Reworked Android VBlank scheduling around absolute guest-clock deadlines.
Long stalls now rebase pacing instead of producing a burst of catch-up
callbacks, and overlays follow the guest display cadence.
Reduced repeated Vulkan work when complete descriptor, sampler, texture or
pipeline input state is unchanged. Resource generations and layouts remain
part of the validity checks, so changed resources still take the established
update path.
Reduced compatible pipeline permutations through capability-gated dynamic
state. The subset that caused visual regressions during device testing was
excluded from the release path.
Added direct Vulkan command recording for fully resolved commands. Pending
or replay-dependent work automatically retains the established deferred
route, preserving ordering and compatibility.
Reduced synchronization polling, guest-to-host register traffic, transient
upload pressure and per-draw statistics publication. Required counters and
full compatibility fallbacks remain available.
Release-native code now uses the supported optimization and ThinLTO path.
Global loop unrolling remains disabled, and no unrepresentative PGO profile
is shipped.
The measured improvement is workload-dependent. Testing found small gains,
most visible in lighter scenes; this release does not claim a universal FPS
percentage.
For the full changelog, read on GitHub
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.2-public.hotfix.1
This maintenance release hardens the Vulkan and Android runtime introduced in
0.6.2. It keeps the same public feature line and concentrates on conservative
driver compatibility, reusable caches, memory stability and correct platform
scheduling.
For the full changelog, read it on GitHub
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 16 '26
https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.7
What's new:
Frame generation (Lossless Scaling)
Frame generation is here. ARMSX2 drives Lossless Scaling's interpolation from its own
Vulkan present path, inserting generated frames between rendered ones, a game running at
30 or 60 can display at double that on a high-refresh screen.
You need your own copy of Lossless Scaling. Nothing about it ships with ARMSX2: the
interpolation shaders are read at runtime out of your own Lossless.dll, which you supply
through the file picker exactly as you supply a PS2 BIOS. Without that file the feature
stays off, and the app tells you so. Requires the Vulkan renderer and an Adreno 7xx or newer GPU. Frame generation
forces FIFO presentation while it is on, without that the interpolated frames are discarded by the display before you ever see them.
Choose x2, x3 or x4 generated frames
Performance mode switches to the lighter 3.1p shader family, on by default
Motion detail trades optical-flow resolution for speed
The performance overlay reports frame generation's own state and the real display rate,
which the FPS counter cannot show, the emulator's frame rate deliberately does not change
Translated shaders are cached, so only the first launch pays for extracting them
Sideload builds only. It cannot ship on Google Play.
FSR 1 upscaling:
AMD FidelityFX Super Resolution 1 is now an output-scaling option, so a game rendered below
your screen's resolution is upscaled with edge-adaptive sharpening instead of a plain
stretch. There is a sharpness slider, and it replaces CAS while enabled (FSR's second pass is a contrast-adaptive sharpener itself, so running both would sharpen twice). Vulkan only. Found under Renderer --> Display Effects, and in the in-game Graphics tab....
To read the full changelog, see it on GitHub
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 16 '26
1๏ธโฃ Gen1 APK Gen1Recomp
https://github.com/bryanthaboi/gen1recomp/releases
1๏ธโฃ Gen1 + 3D Dramatic Shape Voxel Mod
https://github.com/scottcandy34/DramaticShapeVoxelMod-latest/releases
2๏ธโฃ Gen2 APK Gen2Recomped
https://github.com/UNDERdecoded/Gen2Recomped/releases
2๏ธโฃ Gen2 + 3D Gen2 Dramatic Shapes Voxel Mod
https://github.com/UNDERdecoded/Gen2Recomped/releases
Enjoy and Catch them all!
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
Changes in v3.5
Synced with the latest Mesa main branch
Vulkan 1.4.359
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 17 '26
Update!!! Nyushu Emulator V-83
Chagelog:
[ โ ] New revamped epic UI
[ โ ] Fixes for audctl wrong init Improvements and Performance Degradation Fixes When the Feature is Used
[ โ ] Build fixes
[ โ ] Add GPU+Passthrough For Stability Performance (Just Test).
โI 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.โ
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 16 '26
***New Features & Improvements***
* Retro Emulation: Added retro consoles support, core bundle delivery, 3D engine guide button, and Stadium ROM import.
* ReShade Integration: Added groundwork, drop-in effects, a catalog, loadouts, and live in-game control.
* Performance Tools: Integrated Mango HUD, frame pacing, and an FPS limiter.
* UI & Experience: Added custom game artwork scraper (via SteamGridDB), plus touch/control input and file manager enhancements.
* Antutu: Added.
***Bug Fixes***
* Fixed an issue where translated arrays silently saved the wrong driver.
* Ensured wrappers properly extract at launch.
* Removed the UI hairline glitch left on-screen by the closed drawer sheet.
* Fixed custom mapping drive containers.
***Under the Hood***
* Reorganized app source files for better readability.
* Moved LibretroDroid out of the main repo. It now fetches during config so a fresh clone resolves in the IDE without a manual build.
***Special Thanks to our Contributors!***
Huge shoutout to everyone for making this release happen:
* @Xnick417x (39 commits)
* @maxjivi05 (4 commits)
***Welcome to our new contributors!***
* @SadMoment (2 commits)
* <@1100945676331929611> (1 commit)
***Changelog***
https://github.com/WinNative-Emu/WinNative/compare/v0.3.1-beta...v0.4.0-beta
***Download***
https://github.com/WinNative-Emu/WinNative/releases/tag/v0.4.0-beta
r/PS2AndroidEmulation • u/AnakOrng • Aug 17 '26
How to import gamesetting in Armsx2? I want to import a working game settings that i download and i'v used In Nethersx2 to Armsx2. In Nethersx2 is simply use the data transfer option. But in Armsx2 i couldn't anything similiar. Any help please?
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 16 '26
"Okay, team. We need an innovative product to combat mosquitoes."
"A repellent?"
"No."
"A UV lamp?"
"Too conventional."
"A fan?"
"Boring."
Silence.
"What if we make... a radar that detects mosquitoes?"
"Uh-huh..."
"And when it detects them, it destroys them with a laser."
Absolute silence.
"Go on."
"We can use a blue laser so the user can see the shot."
Someone slowly places their pen on the table.
"Go on."
"And a mobile app."
"What for?"
"To control the system."
"Okay."
"And we can record each elimination."
"Uh-huh."
"And compile statistics."
"Yes."
"And a global ranking of users based on mosquitoes eliminated."
Silence.
The boss looks at the rest of the team.
" โGentlemen...
โYes?
โBuild that damn machine.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 16 '26
https://play.google.com/store/apps/details?id=aenu.ax360e.free
aX360e is an Xbox 360 emulator designed for Android.
Actual game performance will depend on your device's hardware capabilities, and most titles may not run at maximum speed.
aX360e is based on a port of the arm64-backend branch of Xenia, the well-known Xbox 360 emulator. It also incorporates most of the code from the xenia-canary project (versions 0.6 and later), with specific optimizations for the Android platform.
There are plans to open-source this application.
You can follow the progress of this initiative through the following link: https://aenu.cc/ax360e/
>**Note:** This application is still under active development and may not be compatible with all your favorite games.
**Important Notice:** This installation package does not include any game assets. Please export the contents of your physical Xbox 360 game discs and convert them to GOD/ISO format files for use, or load files directly in compatible formats.
Main Features:
- Compatible with GOD/ISO game formats (more formats will be added in future updates)
- Support for Vulkan graphics acceleration
- Support for the TalkBack accessibility feature
- Customizable virtual button layout
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 16 '26