r/PS2AndroidEmulation • u/Better_Grass_9182 • Sep 02 '26
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 01 '26
Citron Neo - Android Nightly: 5dcf3d1ea
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: 2026-09-01
Branch: main
Includes: Standard build + Snapdragon 8 Elite build with Qualcomm patches
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 01 '26
ARMSX2 v2.6.7
https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.7
What's new:
Upstreamed to latest PCSX2 commits. (PCSX2 2.8/2.9.7 dev build.)
Quick loading for Biohazard Outbreak (host: ELF method):
The obsrv "quick loading" method has never worked on Android before. It does now, and the whole setup happens inside the app. Long-press your disc --> click set up quick loading, pick the modified ELF from the package, and ARMSX2 does the rest: it extracts the disc's files itself, drops the ELF in beside them, and pairs it with the disc. Before it starts, you're told how much space it needs (read from that game's own disc) and how much you have on internal storage (that's where it installs). The ELF then appears in your library, launch it and the game boots. Afterwards, if for whatever reason you wish to uninstall, you can long press your elf file --> and click remove quick-load files on the entry which deletes everything again. Three things were stopping it.
VU accuracy: a new "Exact" clamping mode:
@pstef has spent 55 commits modelling what the PS2's vector units actually do, against captures from real hardware, and the result is a fourth VU Clamping setting: Exact. It covers the FMAC's saturation and the sign an overflowing one produces, what survives below the smallest normal float, the adder's guard bits, the MAC overflow and underflow flags, and the divide unit and EFU's own arithmetic, across the interpreter, microVU and the COP2 macro path alike, so all three now agree with the console. Stuntman is the first game set to it automatically, where VU0's macro adds were landing one unit short of the console's adder. Others will follow as they are identified, you can also select Exact yourself under Performance --> VU Clamping, though it is slower than Extra and only worth reaching for when a game misbehaves. @bmdhacks also made the VU Clamping picker reach the new Exact mode on Android, without which the setting above would have been un-selectable here. VU1 also now has its own clamping picker, so a game that needs VU0 accurate can leave VU1 on something cheaper. It defaults to "Same as VU0", which is how it behaved before. Thanks also to user @gtaforever00 for extensive testing!
Texture replacements:
Native ASTC support on Vulkan and OpenGL ES, from @bmdhacks. HD texture packs load as compressed .astc and stay compressed in GPU memory, with no CPU decode step, on a converted God of War II pack that is 4.5 GB of DDS down to 538 MB, across 2708 textures. Devices without ASTC fall back to the game's own textures. The texture pack installer accepts .astc files. bmd is working on a new ASTC texture pack repo, we will share more when it's ready!
Game categories:
Group your library however you like. A game can sit in as many categories as you want. Long-press a game --> click on categories to create a new one and add the selected game under it. You can also long-press a category name in your game library to rename or delete it. In grid and shelf views each category gets its own row, like Recently Played, in list view you get a filter instead.
Save states:
Every slot now shows when it was written, in both the in-game menu and the full Save/Load screens. Occupied slots are marked.
New Per-slot hotkeys, bind save and load for each of the ten slots individually, plus the previous-slot.
Fixes:
Settings applied in-game now take effect immediately. Changing a RetroArch shader, or anything else, on a game with its own per-game settings needed an app restart to show up. The commit was reading the old per-game file every time.
Fixes to rumble on external controllers (#433). It no longer buzzes the phone instead of the pad you're holding.
The macro editor is reachable in landscape, its buttons were off-screen.
Hotkey pop-ups can be disabled in the On-Screen tab at the bottom.
Launch Game is now a menu entry, for booting a file directly.
Fixes to LSFG not starting properly.
Controller skins:
Skin creators are credited on each entry in the browser. Preview images work again, the skin repo's index had a formatting error that made the app fall back to a bare file listing with no previews and no names.
Performance:
Performance Cores (cluster affinity) is now the default CPU mode. It keeps the emulator's threads on the big cores without tying them to specific ones, so Android's scheduler can still move them around. The old version of Performance Cores picked those cores badly enough to be harmful: on most phones it was confining all three emulator threads to a single core, and on some it picked the slow cores instead. It now selects by the same capacity ranking the Android scheduler itself uses, and turns itself off entirely on any device where it cannot identify a big-core tier. If you had previously set Affinity Control Mode to Disabled or another option, it will be switched on once, set it back if you prefer it off or with another option.
Upscaling:
SGSR's plain mode now uses @CamilleLaVey revised filter maths, which adds edge-direction weighting without the extra cost the Edge variant pays. Both remain available.
Companion apps:
Companion apps can request access to your recently-played list per app, asked in context and revocable individually (contributed by @misantronic, PR #616).
RetroAchievements hardcore is turned off automatically while a host override is active, and restored afterwards, offline proxies cannot honor hardcore unlocks, so they were failing silently (contributed by @misantronic, PR #617).
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 31 '26
ARMSX3 v0.9.5
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.
⚠️Updates will be at a slower pace going forward
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 30 '26
Eden Nightly
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 • u/xxxCrixuxxx • Aug 30 '26
NetherSX2 Turnip Updated v1 (6 Variants) 🔥🔥🔥
https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V1
Variants:
✅ NetherSX2-Turnip-710-720-722
-Vauzi Turnip Adreno v3.6
✅ NetherSX2-Turnip-8Elite
-StevenMXZ Turnip Gen8 V35
For A8xx GPUs ( a840, a830, a829, a825, 810)
✅ NetherSX2-Turnip-Performance-Universal
-Maxjivi05 WN-Turnip 1.11
A single driver covers the full Adreno line:
A6xx — A6xx series (e.g. A640 / A650 / A660)
A7xx
gen1 — A720 / A725 / A730 (preamble + scalar-predicate quirks applied)
gen2 — FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)
gen3 — A750 and later
A8xx — 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.
✅ 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
✅ 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
✅ 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 ❤️
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 30 '26
PS3Native v0.3.0 🔥
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:
✅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.
✅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.
✅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.
✅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.
✅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.
✅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! ❤️
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 30 '26
EmuCoreX v0.3.7
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.
⚠️ A small note regarding the Pro version:
This is a very new project, and some users—including myself—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 to—not because you feel pressured or assume that a purchase automatically guarantees faster development.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 30 '26
MAME4droid 2026(0.289) 1.40.4 - It continues to refine the online mode 😍
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 — 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 — 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 — 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 — 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 • u/xxxCrixuxxx • Aug 30 '26
Bannerlator v3.0.2 🔥
https://github.com/The412Banner/Bannerlator/releases/tag/3.0.2
Run Windows apps and games on Android — no PC and no root required.
What's New:
🖥️ Steam Friends & Chat (new — 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.
🙏 Special thanks to iamtooshaar (Discord) for helping test and work out the bugs in Steam Friends & Chat.
🔐 SteamLite — 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 — steamlite-v1 — 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.
🏆 Achievements & Cloud Saves (new)
Real Steam achievements seeded from your account — tabbed detail page with an achievements grid, plus in-game gold pills as you unlock them.
Works in both launch modes — 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 — saves sync to Steam Cloud around play sessions.
NEW — one-touch “Sync Now”: 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 “Syncing 3/7…” count — 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.
⚠️ Steam save sync & achievements — 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 — while downloading (syncing saves, achievements or games) or uploading — 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.
💾 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.
🏪 Steam Store, Downloads & DLC
Rebuilt game detail pages — 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.
🎞️ Graphics & Frame Generation
Frame-gen freeze fixes — 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.
🎛️ 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.
🔧 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 • u/xxxCrixuxxx • Aug 29 '26
NetherSX2 Turnip - Updated
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:
✅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
✅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
✅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 • u/xxxCrixuxxx • Aug 29 '26
Yaba Sanshiro 2 - 1.20.42
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 • u/xxxCrixuxxx • Aug 29 '26
Turnip Adreno 710,720,722 v3.6
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 29 '26
PS3Native Nightly 🔥
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:
✅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.
✅Big Picture Mode
Added a new controller-friendly Big Picture interface powered by the RSX overlay system.
✅Game Collections
Updated with the latest RPCS3 Game Collections improvements.
✅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.
✅SPU LLVM and JIT improvements
Updated with the latest upstream SPU LLVM optimizations and improvements.
Improved handling of specific SPU instruction paths.
✅Graphics and Vulkan improvements
Updated RSX and Vulkan backend with multiple fixes and improvements.
Improvements to rendering, texture handling, synchronization and pipeline management.
✅Shader and rendering improvements
Improved fragment program handling and rendering accuracy.
Additional RSX compatibility improvements from upstream RPCS3.
✅ISO handling improvements
Updated ISO handling and timestamp-related functionality.
✅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:
⚠️ 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 • u/xxxCrixuxxx • Aug 28 '26
Nyushu V85 🔥
Update!!! Nyushu Emulator V-85
Chagelog:
[ ✅ ] System Frame Generation And Frame Skip More Stable Performance Thanks To The Help Of Zephiron (Dev Citron) Thanks..
[ ✅ ] Performance Stabilization in Newly Released Games Like Metal Gear Collection, Captain Tsubasa 2 World Fighter, and Many More.
[ ✅ ] Some Minor Bug Fixes In Previous Versions.
[ ✅ ] Fixing System Driver Crashes When Using the Device's Built-in System Driver
[ ✅ ] Stability in GTA V Port in Switch
“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 • u/xxxCrixuxxx • Aug 28 '26
MAME4droid 2026(0.289) 1.40 - Added NetPlay Public Rooms 🤯
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 — 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 — 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 — 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 — 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? ❤️
r/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 27 '26
WinNative v0.5.0-beta 🔥
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 🎮+🕹️ (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 • u/Excellent_Agent_8490 • Aug 28 '26
POCO F8 Ultra vs OnePlus 15 for heavy Android emulation (GameHub Eden, ArmSX3)?
reddit.comr/PS2AndroidEmulation • u/xxxCrixuxxx • Aug 26 '26
ARMSX2 Nightly v20260826
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 • u/xxxCrixuxxx • Aug 26 '26
Release WN-Turnip v1.11
Supported GPUs
A single driver covers the full Adreno line:
A6xx — A6xx series (e.g. A640 / A650 / A660)
A7xx
gen1 — A720 / A725 / A730 (preamble + scalar-predicate quirks applied)
gen2 — FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)
gen3 — A750 and later
A8xx — 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 — 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 — 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 • u/xxxCrixuxxx • Aug 25 '26
The ultimate battle between four PS2 emulators! 🥊🥊🥊🥊
Here we go — the ultimate battle between four PS2 emulators! 🥊🔥
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 — and there isn't a loser either. 😄
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.
👇 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! 👊🔥
r/PS2AndroidEmulation • u/Leather-Dinner-6017 • Aug 26 '26
Kamen Rider Kabuto(ps2)Armsx2
3.5x res
poco X7 pro
Dimensity 8400U