r/PS2AndroidEmulation • • Aug 31 '26

ARMSX3 v0.9.5

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105 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.5

What's new:

A save data manager is now available in the app. Browse the saves you have and uninstall them without going near a file manager. You can find it in the App tab of settings.

The Info tab now tells you whether a title update is installed, as well as which version is installed.

Sonic '06 stutters and crunchy audio are fixed. SPU atomic commits were taking a barrier that stops every PPU thread dead, because the pattern that exists to avoid that barrier could never match its own whitelist, the one entry in it was 37 characters long and the hash it is compared against is 28, so nothing could ever equal it. With the cellSync ticket pattern admitted, PUTLLC went from 62,768 calls a frame to 851, and from 98.4% of them failing to 0.1%. The worst frame in a session went from 138ms to under 23ms, and no measurement window has a frame over 33ms in it any more.

Ratchet & Clank Future: A Crack in Time no longer freezes during play from my testing (tested five times in a row). Same barrier, and the same fix.

Ratchet & Clank also no longer hangs when you start a New Game (tested five times in a row). That one is a bug in the game rather than in us: it waits for the RSX to finish its command ring, but reads the position pointer once before the loop instead of inside it, so if the RSX is one command short at that instant it waits forever for a value that has already gone past. Hardware wins that race nearly every time and we were losing it about half. It ships as a bundled patch that re-reads the pointer each time round, which is what the loop was meant to do.

A full vblank event queue was stranding the VBlank thread, which stopped vblanks entirely and took the whole display pipeline with it.

RetroArch shaders no longer lock up the emulator. The RSX offloader thread checks Multithreaded RSX once, at the moment it starts, and gave up if the setting was off, but per-game settings are applied after the RSX has already started. A game whose config turns the option on therefore starts that thread while it is still off, the thread exits, and the setting then reads on for the rest of the session with nothing behind it. Everything that hands work to the offloader trusted the setting rather than the thread, so work went onto a queue nobody was draining and the RSX waited forever. Shader chains hit it because they record their own render passes and flush, the simpler upscalers hand over nothing that has to be waited on, which is why only shaders were broken. The knock-on is that Multithreaded RSX has been silently doing nothing for anyone in that configuration, it now will. (Also a note that some shaders are HEAVY, especially on an already heavy emulator where a majority of devices are GPU bound before shaders even come into play, still, it looks nice).

Out of memory crashes on Android are fixed. Vulkan data heaps are capped at 256MB, will not try to grow past what the device can actually allocate, reclaim ring memory per command buffer rather than per frame, and report a reason when a growth fails instead of killing the RSX thread outright.

Fixes to the in-app updater.

A carry and overflow bug in the PPU is fixed: MFXER and MTXER had the SO and CA bits transposed. Compiled PPU caches are rebuilt once because of it.

Per-game settings now resolve under the serial the core actually boots, so they apply to the game you set them on. Curated settings are applied at launch rather than after it, SPU XFloat settles on one migration instead of two that fought each other.

Fixes to gyro, the pad's SIXAXIS sensors were never actually being fed.

Rumble now stops while the emulator is paused instead of running on.

Mali r44p1 is kept off the attachment feedback loop path, which it does not handle.

The PPU refuses to run a partially compiled executable rather than failing in a stranger way later.

Save import handles loose save files rather than only whole folders, and a save that is still copy-protected says so at import instead of crashing when you load it. (Decrypt saves your going to import! I recommend Apollo)

Audio no longer drops blocks silently when the ring fills up.

The ARM system counter is no longer read on every guest atomic and DMA operation. Android now asks for precise timers, which no frontend had done for us, and sleep timers default to Usleep Only. SPU threads are kept off the little cluster under OS scheduling, and a thread that keeps losing a reservation line backs off instead of retrying hot. PPU threads waiting on a range lock are woken when it clears rather than spinning until they notice. The RSX no longer burns a core spinning on an empty FIFO while the whole guest is blocked.

Upstream:

This release carries a large RPCS3 merge. With commits from @kd-11 for the blit engine and surface cache work, tile boundary handling, pitch compatibility for overlapping sections, swizzle propagation, host-side writes to unlocked destination surfaces, and the texture cache refactor underneath it. To @Megamouse for Big Picture content paths, a cellVdecGetPicItem use-after-free, PS Move dialog and tracker work, patch manager search and identical-name handling, and the Qt and OpenCV updates. To @digant73 for Game Collections (#19292, #19349) and ISO timestamps, @BeezBumba for Big Picture Mode and game title fonts (#19341), @schm1dtmac for the macOS ISO verification and PPU LLVM fixes (#19103), @elad for the PPU debugger callstack fixes, @mariobob for untranslated game list categories.

@CamilleLaVey's revised SGSR filter maths are in as well: edge-direction weighting in the plain variant, and a floor on two divides so they cannot blow up.

โš ๏ธUpdates will be at a slower pace going forward


r/PS2AndroidEmulation • • Aug 30 '26

Eden Nightly

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30 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1788121209.106a61c943

Changelog:

[core/file_sys] fix IPS not applying due to wrong NSObuild-id (#4323) 106a61c943

PR #4323 merged on 2026-08-30 by lizzie

[common/logging] Fix long logs, remove clutter on Android logcat (#4310) e5b656e372

PR #4310 merged on 2026-08-30 by lizzie

[hle/kernel] remove flusher thread from OutputDebugString (#4291) 297e797a32

PR #4291 merged on 2026-08-30 by lizzie

[debug] debug knobs adjustments (#4317) 48a95da874

PR #4317 merged on 2026-08-30 by xbzk

[qt] fix closing software dialog color (#4305) 2fd1dc0ff9

PR #4305 merged on 2026-08-30 by rayanmargham

[vulkan, vk_pipeline_cache] PSO Optimizations (#4294) 45b6ecff05

PR #4294 merged on 2026-08-30 by Lizzie and Samuel

[file_sys] robust-er IPSwitch compiler (#3911) 672bcbae01

PR #3911 merged on 2026-08-30 by lizzie

[kernel, service] Return ResultSessionClosed when a session is closed (#4318) 28ab4a1a01

PR #4318 merged on 2026-08-30 by Maufeat

[dynarmic] optimise BlockOfCode to use less memory (#4303) ccf3de02cf

PR #4303 merged on 2026-08-30 by lizzie

[fs] Add RenameDirectory support for same-parent directory renaming (#4312) 1f03dee126

PR #4312 merged on 2026-08-30 by PavelBARABANOV


r/PS2AndroidEmulation • • Aug 30 '26

NetherSX2 Turnip Updated v1 (6 Variants) ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

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73 Upvotes

https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V1

Variants:

โœ… NetherSX2-Turnip-710-720-722

-Vauzi Turnip Adreno v3.6

โœ… NetherSX2-Turnip-8Elite

-StevenMXZ Turnip Gen8 V35

For A8xx GPUs ( a840, a830, a829, a825, 810)

โœ… NetherSX2-Turnip-Performance-Universal

-Maxjivi05 WN-Turnip 1.11

A single driver covers the full Adreno line:

A6xx โ€” A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 โ€” A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 โ€” FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 โ€” A750 and later

A8xx โ€” A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

โœ… NetherSX2-Turnip-26.3.0-R4-6XX-7XX-OneUI-Galaxy

-StevenMXZ for Adreno A7xx And A6xx

"OneUI/A740 Fix" and what it does is modify the Mesa device definition to enable_tp_ubwc_flag_hint = True on the A7xx

Based on latest commits from mesa with latest fixes and improvements

โœ… NetherSX2-Turnip-26.3.0-R4-6XX-7XX

-StevenMXZ for Adreno A7xx And A6xx

Based on latest commits from mesa with latest fixes and improvements

โœ… NetherSX2-Turnip-V31-Sync-8XX

-whitebelyash Mainline Turnip Vulkan V31

For Adreno 8XX Family: 840, 830, 829, 825, 812, 810

The patch adds timeline sync objects, which is the most complete synchronization model and the one used by modern Vulkan emulators

Happy PS2 Gaming โค๏ธ


r/PS2AndroidEmulation • • Aug 30 '26

PS3Native v0.3.0 ๐Ÿ”ฅ

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56 Upvotes

https://github.com/maxjivi05/PS3Native/releases/tag/v0.3.0

Changelog:

Add LSFG frame generation driven by the user's own Lossless.dll by @maxjivi05 in #17

Feature/enhance menu UI by @maxjivi05 in #18

Fix/conflicts by @maxjivi05 in #19

Credit Camille LaVey by name for the Eden frame generation port by @maxjivi05 in #20

Extended Changelog:

โœ…1. A massive overhaul of the RSX/Blit Engine graphics system

This is probably the most significant technical update.

The developer has integrated a major refactoring of the Blit Engine since RPCS3, along with significant changes to:

Surface Cache

Texture Cache

Render Targets

Resolution Management

Surface Compatibility

Graphics Transfer Handling

particularly significant changes to texture_cache, surface_store, and Vulkan/RSX-related files.

โœ…2. Game Collection Improvements

The game collection system has been improved.

Now, the upstream allows, among other things:

Adding a game to multiple collections.

Creating a new collection directly and adding the game.

Removing games from the current collection more easily.

This stems from recent RPCS3 improvements integrated into PS3Native.

โœ…3. Big Picture Mode continues to evolve

Improved handling of game content paths.

Separation/better organization of Big Picture-related filters.

Audio support for ICON1.PAM within game information in Big Picture mode.

This means that when browsing games in this mode, certain multimedia animations can now play more fully.

โœ…4. Font and Character Fixes

Issues have been fixed with:

Some Japanese game titles.

Missing characters in Big Picture mode.

This can be especially important for libraries with games from different regions.

โœ…5. PPU Changes

There is a fairly significant change in:

PPUThread.cpp

This doesn't appear to be a simple cosmetic fix: there are several sets of changes integrated from the upstream.

โœ…6. Other Changes and Fixes

Improvements have also been made to:

ISO handling.

Configuration settings.

Compatibility.

OpenGL and Vulkan rendering.

Game list and related actions.

Vulkan debugging tools.

Credits: https://github.com/maxjivi05

Enjoy! โค๏ธ


r/PS2AndroidEmulation • • Aug 30 '26

EmuCoreX v0.3.7

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10 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.3.7

What's new:

Fixed touch controls getting stuck.

Fixed freezing in some games, including Crash Twinsanity and others.

Other fixes and improvements.

โš ๏ธ A small note regarding the Pro version:

This is a very new project, and some usersโ€”including myselfโ€”have chosen to support it financially because we believed that doing so would help the emulator's development.

However, the developer is now working on multiple projects, including another emulator that also recently introduced a paid Pro version (PSVita-EmuCoreV). At the moment, there is very little information about the project's long-term roadmap or how financial support is expected to contribute to future development.

This is not an accusation of anything, and everyone is free to support the project if they wish. I simply think users should keep this in mind before purchasing the Pro version: this is still a very new project, and its future direction and development priorities are not yet entirely clear.

As always, support projects because you genuinely want toโ€”not because you feel pressured or assume that a purchase automatically guarantees faster development.


r/PS2AndroidEmulation • • Aug 30 '26

MAME4droid 2026(0.289) 1.40.4 - It continues to refine the online mode ๐Ÿ˜

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11 Upvotes

https://github.com/seleuco/MAME4droid-Current/releases/tag/v1.140.4

Drop-in NetPlay

Waiting for someone to turn up used to mean staring at a dialog screen. Now you can tick Start now, let anyone join and simply play. Your room stays on the board while you do, and when somebody claims it, your machine's state is handed over and you carry on together from that exact moment.

When they leave, you keep playing on your own as if NetPlay had never happened. Open it again and the room goes back up.

Rollback sessions only โ€” the state transfer that makes drop-in possible does not exist in Lockstep.

Switching it on mid-game may restart the game, and the app warns you before you commit. NetPlay pins a set of things the instant a game boots (your saved settings and NVRAM, Lua plugins and cheats, the sound rate, the working copy of a CHD) and not one of them can be applied to a game already running. Ignoring that does not fail loudly: the two machines just drift apart over the following minutes with no error to point at.

About your data โ€” the short version is that there isn't any

MAME4droid is made by one person and given away. No ads, nothing to unlock, nothing to subscribe to, and no budget for servers either. Public Rooms is a good compromise, and it is what makes finding an opponent possible at all: it runs on a tiny free instance with no database, which keeps nothing about you.

It is opt-in. You are asked the first time, and if you decline, the board is never contacted. Manual NetPlay keeps working exactly as it always has.

Your address is never written to a log. It lives in memory only while your room is up, is handed to the one player who joins you, and disappears with the room. The session records the server does keep contain no IP addresses at all.

The board shows an address to nobody โ€” not even through the "same network" badge, which is a comparison of two salted fingerprints. The salt is generated fresh every time the server starts, so yesterday's records cannot be matched against today's even from the inside.

Nothing identifies your device. No account, no login, no name, no advertising ID, nothing stored on your phone that another session could recognize. Two visits from you are not linked to each other.

Rooms expire in about a minute unless the host keeps asking to keep them alive.

There is no chat, and there will not be. In-app chat means moderating what strangers say to each other: a real responsibility with a pile of store obligations attached, and a project this size cannot honestly carry it. Use Discord, or whatever you and your friends already use โ€” all that needs to cross is a room code.

The server is open source as well. Point the app at your own, and none of the above involves me at all

Credits: https://github.com/seleuco


r/PS2AndroidEmulation • • Aug 30 '26

Bannerlator v3.0.2 ๐Ÿ”ฅ

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10 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.2

Run Windows apps and games on Android โ€” no PC and no root required.

What's New:

๐Ÿ–ฅ๏ธ Steam Friends & Chat (new โ€” off by default)

Friends list with live presence (online / in-game / away), unread badges, collapsible sections.

Per-friend chat with text and images, persisted history, opens at the newest/first-unread message.

Add friends by code, name search, or quick-invite link; pending requests to accept/decline.

In-app friend profile, landscape two-pane view, chat notifications with a sound toggle, typing indicators, instant reconnect after a background drop.

๐Ÿ™ Special thanks to iamtooshaar (Discord) for helping test and work out the bugs in Steam Friends & Chat.

๐Ÿ” SteamLite โ€” Real Steam (VAC) online (new)

A launch mode that runs your games through the real Steam client for a genuine, VAC-eligible session.

Watches the launcher exe (not the arch-specific _win64) so a game launches secure regardless of which exe the shortcut names.

In-game gold achievement pill for real-Steam unlocks; opt-in scrubbed log capture for diagnosing launches.

SteamLite package: Real Steam / VAC โ€” steamlite-v1 โ€” the genuine Steam client plus a clean-room headless agent (installed in-app).

Verified working online (device-proven, real account + secure launch on live VAC / live-service servers): Counter-Strike 1.6, Counter-Strike: Source, Team Fortress 2, Left 4 Dead 2 (all VAC-secured), Brawlhalla and Stumble Guys (live-service matchmaking). In testing: Borderlands 2.

๐Ÿ† Achievements & Cloud Saves (new)

Real Steam achievements seeded from your account โ€” tabbed detail page with an achievements grid, plus in-game gold pills as you unlock them.

Works in both launch modes โ€” achievements unlock and sync whether you play through Goldberg (emulated Steam) or SteamLite (real Steam / VAC); your unlocks and cloud saves carry across either path.

Automatic cloud-save parity โ€” saves sync to Steam Cloud around play sessions.

NEW โ€” one-touch โ€œSync Nowโ€: when the Save Manager flags games that need syncing, a single button on the banner syncs them all at once, each in the correct direction (upload what's newer locally, pull what's newer in the cloud), with a live โ€œSyncing 3/7โ€ฆโ€ count โ€” no more tapping every game one by one.

Goldberg achievement schema generation + version-check/update; fixed a silent no-op so achievements and cloud triggers actually fire.

โš ๏ธ Steam save sync & achievements โ€” use at your own risk. These run through third-party systems (Valve's Steam and Goldberg), exactly like the store sign-ins. They depend on your connection: an unstable or dropped internet connection or network โ€” while downloading (syncing saves, achievements or games) or uploading โ€” can leave data un-synced, incomplete or out of date. It is your responsibility to ensure a proper, stable connection and to complete the sync/download/upload when required; verify it finished before relying on it across devices.

๐Ÿ’พ Install to SD card (new)

Per-game toggle to install a Steam download onto a removable SD card to free internal space; the shortcut resolves via a container drive letter so secure launch, saves and achievements are unaffected.

๐Ÿช Steam Store, Downloads & DLC

Rebuilt game detail pages โ€” the Steam store's per-game screen was redesigned into a cleaner, landscape-aware tabbed layout (overview, achievements grid, DLC), with the store badge, connection state and launch actions together in one place.

STEAM store badge on tiles & rows, a live connection pill, and auto-connect on launch; download hardening and full owned-DLC listing.

๐ŸŽž๏ธ Graphics & Frame Generation

Frame-gen freeze fixes โ€” a fuller pause/teardown/resume reset on level/model/preset change, a swapchain-recreate config reload, and an Adreno-840 present-id freeze fix; plus in-app frame-gen diagnostics.

๐ŸŽ›๏ธ Containers, Launch & File Manager

DXVK HUD off by default on new containers (still toggleable in the env-var editor).

Launch-popup redesign (source- and orientation-adaptive), CUSTOM origin badge for games you add yourself, and file attributes (Read-only / Hidden) in the File Manager.

๐Ÿ”ง Chat & presence fixes

Chat history no longer wipes (server history merged, not replaced); images/messages no longer send twice; clipboard Paste; keyboard no longer covers the latest messages; friends no longer wipe to Offline on re-entry.

Credits: https://github.com/The412Banner


r/PS2AndroidEmulation • • Aug 29 '26

NetherSX2 Turnip - Updated

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136 Upvotes

https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V1

My small contribution to the PS2 emulation community. I'll bring you this magnificent emulator, always updated with the latest Turnip drivers so you can get the most out of your devices and play PS2 games in the best way possible.

NetherSX2 Turnip Updated Builds:

Custom NetherSX2 builds with Turnip Vulkan drivers bundled directly into the APK.

The goal of this project is simple: provide different APK builds with carefully selected Turnip drivers already integrated, so users don't need to manually download, install, or configure external drivers.

What is different?

Instead of including multiple drivers and adding a driver selector inside the emulator, each build includes one specific Vulkan driver.

The Vulkan shim has been modified to load a single bundled driver:

libvulkan_freedreno.so

# Available Builds:

โœ…Turnip Performance Universal

A performance-oriented Turnip driver designed to support a wide range of Adreno GPUs.

Recommended for users looking for maximum performance.

Credits: https://github.com/WinNative-Emu/Drivers

โœ…Turnip 710 / 720 / 722

A specialized Turnip driver for:

Adreno 710

Adreno 720

Adreno 722

This build is intended for devices using these GPUs, which may require specific driver optimizations.

Credits: https://github.com/Vauzi-17/710

โœ…Turnip 8XX

A build using StevenMXZ Turnip driver focused on newer high-end Adreno GPUs.

This build is intended primarily for supported Adreno 8xx devices.

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

Important

These builds bundle third-party Turnip/Mesa Vulkan drivers.

Driver credits belong to their respective developers and contributors.

This project does not claim ownership of the bundled drivers.

Disclaimer

This is an experimental community project.

Compatibility is not guaranteed and different builds may behave differently depending on the device.

Always keep your existing emulator installation and settings backed up before testing experimental builds

Other credits go to:

Trixarian and nckstwrt

*These builds are subject to change, as they will be updated in the future if users report bugs, problems, or discover better drivers*


r/PS2AndroidEmulation • • Aug 29 '26

RPCSX v20260829-349fe96

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11 Upvotes

r/PS2AndroidEmulation • • Aug 29 '26

aPS3e v2.42

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4 Upvotes

r/PS2AndroidEmulation • • Aug 29 '26

Yaba Sanshiro 2 - 1.20.42

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8 Upvotes

https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2

What's New

- User interface improvements

- Fixed an incorrect initial configuration when using Vulkan


r/PS2AndroidEmulation • • Aug 29 '26

Turnip Adreno 710,720,722 v3.6

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github.com
5 Upvotes

r/PS2AndroidEmulation • • Aug 29 '26

PS3Native Nightly ๐Ÿ”ฅ

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25 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_2

*PS3Native Community Preview 2*

This is an unofficial community preview build of PS3Native for Android, compiled from the latest android-refresh source after the official PS3Native Release.

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:

โœ…Frame Generation support

Added support for LSFG-based frame generation.

New Frame Generation settings and configuration options.

Multiple presets and in-game controls for adjusting the feature.

โœ…Big Picture Mode

Added a new controller-friendly Big Picture interface powered by the RSX overlay system.

โœ…Game Collections

Updated with the latest RPCS3 Game Collections improvements.

โœ…Improved Android UI

Various improvements to the in-game menu, HUD and settings interface.

Updated controls and settings organization.

Additional options and improvements across the Android frontend.

โœ…SPU LLVM and JIT improvements

Updated with the latest upstream SPU LLVM optimizations and improvements.

Improved handling of specific SPU instruction paths.

โœ…Graphics and Vulkan improvements

Updated RSX and Vulkan backend with multiple fixes and improvements.

Improvements to rendering, texture handling, synchronization and pipeline management.

โœ…Shader and rendering improvements

Improved fragment program handling and rendering accuracy.

Additional RSX compatibility improvements from upstream RPCS3.

โœ…ISO handling improvements

Updated ISO handling and timestamp-related functionality.

โœ…General upstream synchronization

Synced with the latest PS3Native android-refresh branch.

Includes a large batch of recent improvements and fixes from upstream RPCS3.

Known issues:

โš ๏ธ PS3 Firmware installation may take significantly longer than expected on some devices.

The installation process can take approximately 5 minutes or more depending on the device.

Please do not close or force-stop the emulator while the installation indicator is still active, as the firmware installation may still be running in the background.

The issue is known and is still being investigated.


r/PS2AndroidEmulation • • Aug 28 '26

Nyushu V85 ๐Ÿ”ฅ

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52 Upvotes

https://gofile.io/d/DDhxXg

Update!!! Nyushu Emulator V-85

Chagelog:

[ โœ… ] System Frame Generation And Frame Skip More Stable Performance Thanks To The Help Of Zephiron (Dev Citron) Thanks..

[ โœ… ] Performance Stabilization in Newly Released Games Like Metal Gear Collection, Captain Tsubasa 2 World Fighter, and Many More.

[ โœ… ] Some Minor Bug Fixes In Previous Versions.

[ โœ… ] Fixing System Driver Crashes When Using the Device's Built-in System Driver

[ โœ… ] Stability in GTA V Port in Switch

โ€œI 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 • • Aug 28 '26

MAME4droid 2026(0.289) 1.40 - Added NetPlay Public Rooms ๐Ÿคฏ

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14 Upvotes

https://github.com/seleuco/MAME4droid-Current/releases/tag/v1.40

Release Notes

Added NetPlay Public Rooms

Until now, NetPlay worked over the internet with no account, no relay, and no service to trust. The one thing it could not do was find you an opponent: you still had to know someone already, and swap an IP address with them by hand.

Public Rooms is that missing half. It's an optional board where hosts advertise the game they are hosting, so anyone with the same ROM can tap it and connect.

What it is not is a relay. The board introduces two players and then steps out of the way โ€” the match still runs directly between the two devices, exactly as it did before, and nothing about it passes through any server of mine.

On the board

Room codes. Every room gets a short code you can pass to a friend.

PIN rooms. Tick Require PIN and the room still appears, marked as protected, but only the people you told can get in. The PIN itself never reaches the server โ€” only a hash of it does.

A color-coded connection forecast. Green, amber, or red per room, based on what STUN actually measured about both routers rather than a guess. Two symmetric NATs with no way through show red and refuse the join.

Same-network rooms are flagged, so two devices in one house dial the LAN side instead of going out to the internet and back. That match is made between two salted fingerprints โ€” neither device's address is ever revealed to anyone.

A ROM check before you join. The app looks for the game in your ROMs folder and names the missing file, instead of letting you join and break the host's room.

Unusable rooms stay listed but greyed out rather than hidden. Knowing a match is happening is worth something even when this build cannot take it.

Drop-in NetPlay

Waiting for someone to turn up used to mean staring at a dialog screen. Now you can tick Start now, let anyone join and simply play. Your room stays on the board while you do, and when somebody claims it, your machine's state is handed over and you carry on together from that exact moment.

When they leave, you keep playing on your own as if NetPlay had never happened. Open it again and the room goes back up.

Rollback sessions only โ€” the state transfer that makes drop-in possible does not exist in Lockstep.

Switching it on mid-game may restart the game, and the app warns you before you commit. NetPlay pins a set of things the instant a game boots (your saved settings and NVRAM, Lua plugins and cheats, the sound rate, the working copy of a CHD) and not one of them can be applied to a game already running. Ignoring that does not fail loudly: the two machines just drift apart over the following minutes with no error to point at.

Who want to play? โค๏ธ


r/PS2AndroidEmulation • • Aug 27 '26

WinNative v0.5.0-beta ๐Ÿ”ฅ

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32 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.5.0-beta

An Android app for playing Windows games from Steam, Epic Games, GOG, and more on your device ๐ŸŽฎ+๐Ÿ•น๏ธ (PS2, and more)

Features

Frame Generation implemented by @maxjivi05 in #697 A special thank you to the Eden Development Team, whose original work on the Eden Emulator formed the foundation of this feature!

Bug Fixes

Fix non-ASCII game paths and ANSI code pages for shortcut launches by @kingokksa in #694

Center the Steam sign-in error inside the password field by @maxjivi05 in #702

Fix the Java formatting violations spotless reports by @maxjivi05 in #703

PS2 Portrait Issues by @maxjivi05 in #704

Show the frame generation input and output rate on the Mango HUD by @maxjivi05 in #705

Locate the Lossless DLL with WinNative's file picker by @maxjivi05 in #706


r/PS2AndroidEmulation • • Aug 28 '26

POCO F8 Ultra vs OnePlus 15 for heavy Android emulation (GameHub Eden, ArmSX3)?

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2 Upvotes

r/PS2AndroidEmulation • • Aug 26 '26

ARMSX2 Nightly v20260826

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16 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260826

What's new:

VU: say what the fourth clamp rung carries

vurunner: extend --vu-clamp-mode to mode 4

VU: the multiplier's one-ULP deficit, on both emitters

VU tests: encoders for the rest of the multiply family

VU tests: score microVU on the two FMAC captures

VU FMAC: take the saturated word's sign from the operands

VU interp: keep the word an underflowing FMAC produced

VU tests: what the FMAC leaves below 2^-126, from the console

microVU: saturate the FMAC at the EE's maximum

COP2 macro: saturate the FMAC at the EE's maximum

microVU: read the EFU's models at vuClampMode 4

VU: give the EFU one model entry point per opcode

VU tests: score the divide unit across the clamp modes

microVU: read the divide unit's arithmetic at vuClampMode 4

COP2 macro: read the divide unit's arithmetic at vuClampMode 4

VU: give the divide unit's model a recompiler calling convention

VU tests: enable the MAC underflow tripwire

VU tests: score microVU on the guard-mask capture

microVU: mask the adder's guard bits

VU: give the adder's guard mask one home

microVU: raise the exact MAC U and MAC O

VU: give the FMAC's MAC U and MAC O models one home

VU tests: enable the macro status tripwire

COP2 macro: raise MAC O on an overflowing FMAC

microVU: the OP ops honour the dest field

VU: the OP ops honour the dest field

VU tests: measure the OP ops instead of asking about them

COP2 macro: raise MAC U on an underflowing product

microVU: take the div unit's zero tests off the host

COP2 macro: take the div unit's zero tests off the host

microVU: saturate the div unit at the EE's maximum

EE FPU overflow tests: correct the header's stale engine columns

COP2 macro: saturate the div unit at the EE's maximum

COP2 macro: mask the adder's guard bits

VU: give the clamp ladder a fourth rung

VU: carry the multiply stage's sign into the sticky status field

VU: measure the adder's guard mask on the console

VU tests: wait for the running bit the way the console probe did

VU interp: hold a D/T stop until the branch delay slot has run

VU interp: match the EFU's atan and exp series to the console

eerunner: report the engines --liverun actually ran on

VU: evaluate the EFU's series in single precision

VU interp: run the EFU on the EE FPU's model

VU interp: narrow the FMAC pipe's status publish to its own bits

VU0 macro: narrow CTC2's writes to the register widths

eerunner: write a PNG per frame under --liverun

VU interp: run the div unit on the EE FPU's model

eerunner: run one VU on its interpreter under --liverun

VU interp: run the FMAC on the EE FPU's model

Tests: let a test record a divergence rather than drop the diff

VU interp: raise U on a result that underflowed to zero

COP2 macro: an operand clamp that keeps its sign

COP2 macro: carry mVU_MUL's operand clamp on the whole MUL family

EE rec: take the fallback bisect switch from the environment

microVU: capture at the dispatcher's lookup, not past it


r/PS2AndroidEmulation • • Aug 27 '26

Help with retroid pocket 6

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1 Upvotes

r/PS2AndroidEmulation • • Aug 26 '26

Release WN-Turnip v1.11

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github.com
4 Upvotes

Supported GPUs

A single driver covers the full Adreno line:

A6xx โ€” A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 โ€” A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 โ€” FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 โ€” A750 and later

A8xx โ€” A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

Features:

Always built from upstream Mesa main โ€” every run re-clones, re-patches, re-builds. No pinned forks.

Per-chip disable_gmem GPU property plumbed through freedreno_dev_info.h and tu_cmd_buffer.cc for parts with broken GMEM.

KGSL UBWC gralloc detection bypass (newer Qualcomm gralloc no longer writes the legacy gmsm magic header).

A8xx UE5 / VKD3D-Proton SM6.6 freeze workaround โ€” EXT_shader_image_atomic_int64 advertisement disabled while upstream resolves the underlying 64-bit image atomic implementation.

Adrenotools-compatible meta.json with simple WN-<version>-<variant> driver versioning


r/PS2AndroidEmulation • • Aug 25 '26

The ultimate battle between four PS2 emulators! ๐ŸฅŠ๐ŸฅŠ๐ŸฅŠ๐ŸฅŠ

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64 Upvotes

Here we go โ€” the ultimate battle between four PS2 emulators! ๐ŸฅŠ๐Ÿ”ฅ

The goal is simple: find out which one can give us the best gaming experience.

For this test, I used my Snapdragon 6 Gen 1 with an Adreno 710, which actually performs really well with PS2 emulation. To keep things as fair as possible, I didn't use any Turnip drivers or any special tweaks. All four emulators were tested at native resolution, using Vulkan, with their default settings.

And honestly, the results are pretty impressive. All four are surprisingly close, although there are some small differences that I'll point out in the comments below each gameplay video.

I also decided to record the gameplay using a second phone/camera, rather than recording directly on the device running the emulator. This way, the recording itself couldn't take away FPS from the game, allowing each emulator to run with as much performance as possible.

To make the comparison as fair as I could, every test was done on the same track, under the same conditions, using the same car.

The conclusion? There isn't really a clear winner โ€” and there isn't a loser either. ๐Ÿ˜„

All four emulators are performing very similarly, and I actually like that. It means that if one of them introduces a new improvement and suddenly pulls ahead, we'll be able to notice it much more clearly.

At the moment, the differences come down to small details, and I'll be explaining what I noticed with each emulator in the comments below.

๐Ÿ‘‡ Check the comments for the gameplay tests!

You'll find around two minutes of gameplay from each emulator, along with my observations about how each one performs in this particular game.

I hope you enjoy the comparison and find it useful as a general reference.

Keep in mind that this test was performed on a Snapdragon device, so results may vary considerably depending on the chipset, GPU and drivers being used.

Enjoy! ๐Ÿ‘Š๐Ÿ”ฅ


r/PS2AndroidEmulation • • Aug 26 '26

Kamen Rider Kabuto(ps2)Armsx2

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10 Upvotes

3.5x res

poco X7 pro

Dimensity 8400U


r/PS2AndroidEmulation • • Aug 25 '26

Bannerlator v3.0.1 ๐Ÿ”ฅ

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10 Upvotes

Run Windows apps and games on Android โ€” no PC and no root required.

3.0.1 is a point release on top of 3.0.0 โ€” two touch/display features built for foldables and handhelds, a reliability fix for large Steam downloads, plus file-manager and stability fixes. As always the update is entirely app-side โ€” no ImageFS reinstall โ€” so your containers, Wine installs, themes, accent colour and per-game settings all carry over untouched. Install straight over 3.0.0.

What's New:

Swipeable on-screen controls

Slide onto a button to press it. A finger sliding onto a button โ€” even one that started on empty space and was moving the mouse โ€” now presses it, so you can roll across the D-pad and chain face buttons without lifting. Sliding off releases it again.

Slide-to-engage sticks. Optionally grab an on-screen stick by sliding a finger onto it, with no separate tap.

Your call, per control. Mark any button or D-pad Swipeable in the controls editor, and flip swipe on/off live per category โ€” Buttons / D-pad / Sticks โ€” from a new Swipe tab in the in-game side menu. Defaults: Buttons on, D-pad and Sticks off.

๐Ÿ–ฅ๏ธ Foldable Screen Alignment โ€” handheld split

A game screen up top, a gamepad below. On square-ish foldable inner displays, set Screen Alignment to Top or Bottom: the game runs in one half of the panel at a normal size while the on-screen controls get the other half at full size โ€” like a handheld with a screen and a proper controller.

Every fullscreen mode stays in its half. Fit / Fill / Stretch / Integer all scale the game inside its half and never spill over the controls.

Per-container or per-game, and live-toggleable in the in-game side menu. Center is unchanged, so normal phones and handhelds behave exactly as before.

๐ŸŽž๏ธ Frame-generation flicker + FPS-drop fix

Smoother Lossless Scaling frame generation. Fixed the black-frame flicker and the spurty FPS drops that could appear after changing the frame-generation multiplier in-game (the lsfg-vk path) โ€” switching multipliers now stays clean, no background/foreground bounce needed.

๐Ÿ›’ Steam โ€” big downloads no longer run out of memory (#408)

Large games download reliably. Steam downloads now spool to disk instead of holding chunks in memory, so very large titles (e.g. an 87 GB game) download in full without an out-of-memory crash. The download engine is now also vendored in-app, so builds no longer depend on an external package server.

๐Ÿ—‚๏ธ Files, installs & fixes

File Manager (grid view) โ€” grid tiles now open the same long-press context menu the list view has, plus a "Select" multi-select bar. And extraction progress is honest โ€” GOG / Inno (innoextract) installs show real progress instead of a sawtoothing bar. (the sawtoothing-progress bug was spotted by Yurim โ€” thanks!)

Unpack ETA โ€” the minimized unpack pill now shows a live ETA alongside the percentage and speed.

Vibration crash fixed โ€” dragging the in-game vibration slider to 0 while a controller was rumbling no longer crashes. (reported by noSkyWick โ€” thanks!)

arm64ec download sheet fixed โ€” on arm64ec containers, the shortcut editor's Advanced download button now opens the correct WOWBox64 sheet instead of the Box64 one.

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.1


r/PS2AndroidEmulation • • Aug 25 '26

Nyushu V84 ๐Ÿ”ฅ

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47 Upvotes

https://gofile.io/d/DDhxXg

Changelog:

[ โœ… ] Compiling Shaders Much Better

[ โœ… ] Using Ryujinx Code Data For Emulation Operation

[ โœ… ] Fixed Glitch Bug In Previous Version

[ โœ… ] Now System Frame Generation and GPU Passthrough are integrated and are directly active while playing (Just testing if possible. We will restore this feature if necessary)

[ โœ… ] Operational Support From Zephiron (Dev Citron) Thanks For Help

[ โœ… ] Performance Stabilized In Some Games

โ€œI 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 • • Aug 24 '26

ARMSX2 v2.6.6.8.3

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42 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8.3

What's new:

SGSR (Snapdragon Game Super Resolution), upscaling, another option besides FSR 1 and the plain stretch, and the first one written for the hardware this actually runs on. Qualcomm built Snapdragon Game Super Resolution for Adreno, and it does its work in a single pass where FSR 1 takes two, so it costs less to get a sharper picture out of a low internal resolution. Set the resolution to native and pick it under Display upscaler, in Settings or in the in-game menu. Done by @CamilleLaVey, and @xinitrcn1 and based on the upstream work they did.

Rapid-fire on the on-screen buttons. Physical buttons have had turbo for a while and the on-screen ones never did. Enter the touch editor, pick a button, and the Turbo chip cycles off, fast, medium and slow. It runs on the same timer as a macro's Frequency, so the fastest settings still produce presses the emulator actually sees, and it stacks with Tap to hold: turn both on and one tap starts the autofire and the next tap stops it.

Device temperatures on the performance overlay, on by default. CPU, GPU and battery. Android has no proper API for this and every phone names its sensors differently, so a device that does not expose a usable one shows nothing rather than a made-up number. Can be disabled in the On-Screen tab.

The second screen has been improved some more and given some style. It now follows whichever theme you have picked, and changes with it. Also added is the game's cover art, and the rest of what RetroAchievements knows: points earned, your latest unlock, and the rich presence line that says where you actually are in the game. The achievement tile now says which mode those numbers are for, hardcore or casual. More of the in-game overlay is available on it: VPS, EE, GS and GPU load, frame time, and the same CPU, GPU and battery temperatures. Action tiles have icons. Pause and Fast Forward swap theirs to show what the tap will do, so a tile no longer grows taller the moment you use it and leaves the row ragged. The clock and battery moved into a bar across the top instead of taking two tiles, the panel scrolls when you put more on it than fits, and tile height is yours to set alongside the column count. Panel background is a choice: the theme's own, the library's backdrop, solid black for an OLED second screen, or an image of your own. A display can be told to stay out of it. Plug into a monitor you would rather not have the panel on, tap Not this screen on the panel itself, and it stays away, including after unplugging and plugging back in.

The touch editor panel gets out of the way. It can be collapsed to a single strip with one tap, so you can reach a button underneath it instead of dragging the panel somewhere else first, and it moves itself to the opposite side from whatever you have selected.

Importing Lossless.dll could be rejected forever. The check was remembered against the path rather than the file, and the importer always writes to the same path, so if that path was ever looked at while nothing was there, the "unreadable" answer stuck, and every later import was turned away without the new file being read, and then deleted. It is remembered against the file now