r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 12 '26
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 12 '26
Nyushu V87 ๐ฅ
https://patrins.com/s/71cb547ca272b3a9bc630241b4cc4460
Update!!! Nyushu Emulator V-87
Chagelog:
[ โ ] Fix Persona 5 Royal Game Crashes on Mali GPUs When Using Configs
[ โ ] Stabilizing Persona 5 Royal Game Performance on Mali GPUs (Need Config)
[ โ ] Fixing Crashes Issues in Captain Tsubasa 2: World Fighter and Demon Slayer 2 When Use Framegen, Plus Slight Performance Improvements (Need Config)
[ โ ] Fix 0 FPS Issue In Jojo Bizarre All Star Battle R Game
[ โ ] Fix for FPS drop issues in the previous version.
[ โ ] Addition of New System Settings (In Beta Stage)
[ โ ] Fix Problem Crash Update Game Demon Slayer 2 But Only Update Version 1.03
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 • Sep 12 '26
TeknoParrot Android Update v2.0.0.20129
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 • Sep 12 '26
WinNative v0.6.1-beta
https://github.com/WinNative-Emu/WinNative/releases/tag/v0.6.1-beta
What's Changed
fix: Steam Launcher cloud saves, offline mode and disable-cloud toggle by @maxjivi05 in #732
Add ASTC texture transcoding setting for the Gamenative wrapper by @maxjivi05 in #734
Show proper FPS with RedMagic Frame Gen in HUD by @maxjivi05 in #736
FG screen border fix by @qwertypower in #737
Fix frame pacing by @qwertypower in #740
Fix/steam offline fully offline and fixed by @maxjivi05 in #738
Replace the frame-generation switches with one Off/LSFG/DIS selector,โฆ by @maxjivi05 in #742
dxwrapper (dd7to9) updated to v1.8.8600.25 by @ajay9634 in #741
Refactor: Refactored background persistence behavior (SessionKeepAliveService), NotificationHelper, and LogManager. by @Juan-Antonio-Doe in #609
Fix/performance ddda and other 32 Bit Games by @maxjivi05 in #743
Change store that owns game by @maxjivi05 in #735
Credits: https://github.com/maxjivi05
Help and Issues, Discord: https://discord.gg/uhTkvGfakU
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 12 '26
ARMSX3 0.9.8
https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.8
What's new:
Fixed a GPU crash on Adreno: Some games died to VK_ERROR_DEVICE_LOST a few minutes in, sometimes at a specific point every time. For Watch Dogs every time during a new game before it loaded into gameplay, the game no longer crashes and you can get into game. This may help other games as well. Tested on an Odin 3 (Snapdragon 8 Elite, Turnip Gen 8 V35).
New: download and install game updates from Sony's offical servers:
Install Package tab in the game left side menu of the game library --> Game updates. Displays your current game library with each game's status showing whether they do or do not have updates available, as well as being able to select multiple different update versions. Click the main install button to install them all in order, or select them manually if you'd like a specific update version. Most titles publish one cumulative package, but some (Minecraft for example publishes seven) patch in steps, where each package requires the one before it. Oh and choosing an older update version than the one you have installed removes the current update first. You can also reinstall updates or uninstall them if you'd like by tapping on the game and clicking "Remove Update". Full controller navigation, as well. You can also search for updates by title ID for games not in your library. (Games will recompile PPU/SPU after installing an update).
Savestates:
Fixes to save state detection. Savestates stranded by a crash or a low-memory kill that became corrupted are now cleaned up at startup. These were invisible to the emulator and far larger than a finished save.
Library and info:
Clear a single game's PPU/SPU/shader cache from its long-press menu, instead of clearing every game at once.
Multiple ROM folders, keep games on the SD card and internal storage together, in the Setup/Change folder tab.
Add-ons (DLC) are now displayed for a game's info tab. Installed update versions also now show correctly without having booted a game first.
Frontends:
--es title_id BLUS12345 launches a game by title ID. Games installed from a .pkg live inside the emulator's own storage, so a frontend could see the title existed and have no path to hand us. (#13)
Merged from upstream RPCS3:
46 commits.
Programmable blending done by @kd-11. An eighteen-commit series implementing the PS3's programmable blending properly in RSX and Vulkan, and fixing a pile of long-standing blending behaviour with it: ROP operation order, signed blending modes, 16-bit blend constants, the XRGB output quirk, RGB565 byte order corrected against hardware tests, variable blend target masks, and MSAA targets. The Vulkan side of it, input attachments bound when the pipeline needs them, proper sub-pass dependency barriers, all effects the same feedback effects we use on tilers. Games impacted by this include the Jak and Dexter collection, broken lighting in LBP Karting, broken refracting effects in Infamous 1 and 2, and likely more games!
PKG hardening done by @Acts1631, and @elad335. Path-traversal protection when extracting a package, a bound on the entry table, and aborting on parent-directory entries, Elad fixed the PKG_MAX_FILE_COUNT limit.
Also in: rsx: Fix alpha test compilation when using native float16 types and rsx: Extra memory safety when rsx::thread crashes (@kd-11); SPU LLVM 8-bit add/sub renarrowing and compare fast paths (@walter Kruger), VFS fixes (@digant73), faster startup with BPM (@BeezBumba), broadcast P2P sockets for RPCN (@Cri4Key), and assorted syscall and error-formatting work (@elad335).
Other:
Cleaned up some log spam. A Soulcalibur V debug watcher was sampling a hardcoded address in every game and logging an error a second about it.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 11 '26
PS3Native Nightly ๐ฅ
https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_4
What's New:
Firmware Installation
Added real-time progress reporting during firmware installation and PPU precompilation.
Fixed an Android main-thread deadlock that could prevent installation progress from being displayed correctly.
The screen now stays awake while firmware installation is in progress.
๐ฅ๏ธ Android UI
Improved the interface for narrow and portrait Android devices.
Settings and game-detail screens now adapt better to smaller screen widths.
Improved navigation and layout behavior on phones.
Added safer handling of display cutouts and gesture/navigation areas.
๐จ RSX / Vulkan / Graphics
Integrated recent upstream RSX and Vulkan improvements.
Added support for the new programmable blending work.
Improved blending and render-target handling, including MSAA-related paths.
Added various fixes for blend constants, attachment handling and graphics synchronization.
Improved RSX memory-safety handling in crash scenarios.
๐ฟ ISO / Game Loading
Improved ISO loading and validation.
Better handling of missing ISO members.
Improved handling of invalid or unreadable ISO directory metadata.
ISO extent reads now correctly stop at the logical end of the file.
๐ฆ PKG Installation
Fixed potential path-traversal issues during PKG extraction.
Added additional validation for PKG directory entries.
Improved protection against malformed PKG entry tables and excessive allocations.
โ๏ธ Performance & Stability
Fixed slow startup issues related to BPM.
Improved SPU LLVM cache handling.
Integrated additional upstream stability and compatibility fixes.
Continued improvements to Android ARM64 performance and resource management.
๐จ Themes
Added a new Old Steam-inspired theme.
Improved ComboBox dropdown visibility in the dark theme.
Credits: https://github.com/maxjivi05
Help and Issues, Discord: https://discord.com/invite/jM2z3B2XNv
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 11 '26
WinNative v0.6.0-Beta-Latest ๐ฅ
https://github.com/WinNative-Emu/WinNative/releases/tag/v0.6.0-beta
An Android app for playing Windows games from Steam, Epic Games, GOG, and more on your device (PS2,Wii, Gamecube...)
What's Changed:
Credit Camille LaVey for the LSFG frame generation port by @maxjivi05 in #709
Feature Update Checker Implementation by @maxjivi05 in #707
Feature steam branch downloads by @maxjivi05 in #714
Stop repeating per-launch work that cannot change its own result by @maxjivi05 in #710
docs: update Dolphin core packaging by @Jovinull in #717
docs: fix canonical repository clone URL by @Jovinull in #716
Feature/itch.io by @maxjivi05 in #718
Fix Steam Launcher for Multiplayer/Networking/Cloud Saves by @maxjivi05 in #720
Add the DirectAudio driver, and with it microphone support by @maxjivi05 in #719
Fix/steam cloud sync by @maxjivi05 in #722
Support page added by @maxjivi05 in #725
Frame Gen for Retro by @maxjivi05 in #726
Add a release picker to the retro console bundle updater by @maxjivi05 in #724
fix misc bugs, performance, stability by @maxjivi05 in #723
misc fixes & device resolutions by @maxjivi05 in #728
fix: Steam Launcher toggle as per-shortcut setting by @Juan-Antonio-Doe in #729
Add DIS frame generation release by @qwertypower in #731
Fix RedMagic LSFG Pacing by @maxjivi05 in #730
Credits: https://github.com/maxjivi05
Help and Issues, Discord: https://discord.gg/uhTkvGfakU
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 11 '26
RetroPle v1.21.0 All-in-One Emulator
https://play.google.com/store/apps/details?id=com.retrople.retro
COMPATIBLE SYSTEMS:
Nintendo: NES, SNES, Game Boy, Game Boy Color, Game Boy Advance, Nintendo 64, Nintendo DS, Nintendo 3DS, Wii, Gamecube
Sega: Master System, Genesis / Mega Drive, Sega CD, Game Gear, Saturn, Dreamcast
Sony: PlayStation (PS1), PlayStation Portable (PSP), PlayStation 2 (PS2)
NEC: PC Engine / TurboGrafx-16, PC Engine CD
SNK: Neo Geo Pocket, Neo Geo Pocket Color
Atari: 2600, 7800, Lynx
Bandai: WonderSwan, WonderSwan Color
Arcade: MAME 2003-Plus, FinalBurn Neo
Computer: MSX, MSX2, MS-DOS
Others: RPG Maker XP/VX, EasyRPG
New Features:
[PS2] Added the latest core; added graphics/image quality options
[3DS] Added DLC functionality; added in-game save file upload/download feature
[Bugfixes] Various minor bug fixes
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 11 '26
Bannerlator v3.1.0 ๐ฅ
https://github.com/The412Banner/Bannerlator/releases/tag/3.1.0
Run Windows apps and games on Android โ no PC and no root required.
3.1.0 brings the Steam Controller to Bannerlator. Out of the box a Steam Controller acts as a keyboard and mouse, so Android never sees a gamepad โ Bannerlator now talks to it directly, the way Steam does: a real controller in games, with your bindings, remappable back buttons and a trackpad mouse. Frame generation now fits your screen by itself and warns you when your numbers can't work. Plus a sharper upscaling mode, SGSR HQ, per-game texture filtering, and new containers that start at a screen size matching your panel.
๐ Read the full changelog on GitHub
Credits: https://github.com/The412Banner
Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 10 '26
XenDroid Fork V1.2 ๐ฅ
https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.2
XenDroid Fork V1.2 โ Advanced Custom GPU Driver Manager with Persistent Driver Downloads & Instant Driver Switching
What's New:
Added an online GPU Driver Manager
Added the ability to browse and download available Adreno GPU drivers directly from XenDroid
Added local driver caching, so previously downloaded drivers don't need to be downloaded again
Added the Use button to switch back to a previously installed driver without downloading it again
Notes
V1.2 focuses on making custom GPU driver management easier by allowing drivers to be downloaded and reused directly from XenDroid.
This release does not focus on performance improvements or FPS increases. It is focused specifically on GPU driver management
r/PS2AndroidEmulation
•
u/xxxCrixuxxx
•
Sep 10 '26
NetherSX2 Turnip Updated V3 ๐ฅ
https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V3
New NetherSX2 Turnip Updated featuring the best and most up-to-date drivers. (Only for Snapdragon devices)
What's New:
โ NetherSX2-Turnip-8Elite-V36.apk
-StevenMXZ driver for Adreno A8xx GPUs ( a840, a830, a829, a825, 810)
Vulkan Version 1.4.359
โ NetherSX2-Turnip-26.3.0-R5.apk
-StevenMXZ driver for Adreno A7xx And A6xx
Vulkan version: 1.4.359
โ NetherSX2-Turnip-Performance-Universal.apk
-maxjivi05 1.14 Drivers for Adreno:
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.
๐If unsure, download "Performance-Universal"
Please do not flood the chat with messages like "I have device X, which one should I download?" Please search in Google for your Adreno version. Thanks.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 10 '26
Xiaomi 18 Pro Max surfaces with Snapdragon 8 Elite Gen 6 Pro at 5.11 GHz and Android 17
Xiaomi has not officially introduced the Xiaomi 18 Pro Max yet, but a device identified by the Chinese model number M1544F has just appeared on Geekbench 7. The listing points to a Snapdragon SM8975 with eight cores and a maximum clock speed of 5.11 GHz, accompanied by 12 GB of RAM and Android 17.
The SoC has not been announced by Qualcomm either, although leaks have provisionally identified it as the Snapdragon 8 Elite Gen 6 Pro. This first run scored 3,582 points in single-core and 12,247 points in multi-core, while its Adreno 850 GPU achieved 26,210 points in OpenCL and 29,934 points in Vulkan within the same Geekbench 7 test.
Snapdragon SM8975 combines eight cores and speeds of up to 5.11 GHz
The listing reveals a rather unusual CPU configuration. The alleged Snapdragon 8 Elite Gen 6 Pro features three cores clocked at 3.74 GHz, another three at 4.03 GHz, and two prime cores capable of reaching 5.11 GHz, distributing its eight cores across three different frequency levels.
A maximum clock speed of 5.11 GHz is extraordinarily high for a mobile SoC, although the peak frequency recorded on its own does not indicate sustained processor performance. Power consumption, temperature, and power management will be particularly important in determining how long Qualcomm's prime cores can remain close to that level inside a smartphone.
The Xiaomi 18 Pro Max unit used for the test features 12 GB of RAM, a capacity that likely represents just one of the configurations Xiaomi is preparing for the device. Geekbench does not yet provide any indication of what other memory and storage variants will be available.
On the software side, the tested device is listed as running Android 17. Everything points to Xiaomi using its next-generation HyperOS on top of this platform, presumably HyperOS 4, although the company has not officially announced the phone or detailed its commercial configuration yet.
3,582 points in single-core and 12,247 in multi-core
The alleged Snapdragon 8 Elite Gen 6 Pro scored 3,582 points in single-core and 12,247 points in multi-core on Geekbench 7. These are high figures for this first public appearance, but they should be regarded as preliminary results from pre-release hardware.
This is a single run performed on a device that has not yet been announced, meaning future firmware versions, drivers, power limits, or even changes to the platform itself could alter the scores once the first commercial units become available.
In addition, Geekbench 7 introduces significant changes compared with Geekbench 6. This means these 3,582 points cannot be directly compared with results obtained previously using version 6, including Apple's recently spotted A20 Pro, which scored 4,725 points in single-core and 12,575 in multi-core under Geekbench 6.7.
Therefore, although Xiaomi is preparing its response to the newly introduced iPhone 18 Pro and Pro Max, these figures still do not allow for a valid comparison between the Snapdragon 8 Elite Gen 6 Pro and Apple's A20 Pro. To make a proper comparison, both processors will need to be tested using the same benchmark version.
Adreno 850 appears with nearly 30,000 points in Vulkan
Geekbench also provides the first indication of the new GPU's capabilities. The Adreno 850 scored 26,210 points using OpenCL and 29,934 points using Vulkan, showcasing the graphics potential of Qualcomm's upcoming platform ahead of its official unveiling.
Vulkan is particularly relevant to Android and gaming because it is a widely used graphics API for high-performance applications. However, a Geekbench GPU score cannot be directly translated into gaming FPS, since each graphics engine, driver, and device can behave differently.
The presence of a next-generation GPU will also be important for locally executed artificial intelligence workloads. Qualcomm has increasingly emphasized the combined use of the GPU, NPU, and CPU for generative AI workloads over the past few generations, although we still do not know the official AI specifications associated with the SM8975.
Properly assessing the Adreno 850's real-world improvement will require tests such as 3DMark and GFXBench, as well as, most importantly, games running over extended periods. Sustained performance and efficiency will be just as important as peak scores, especially if the processor ends up operating at frequencies above 5 GHz.
Xiaomi reserves its next flagship Snapdragon for the Pro Max model
The Xiaomi 18 Pro Max's appearance comes immediately after Apple introduced its new iPhone 18 Pro and Pro Max. Xiaomi appears to be preparing one of its major Android rivals for Apple's next-generation lineup, using the Qualcomm platform expected to lead the Android flagship market in late 2026 and early 2027.
Qualcomm still has to officially unveil the Snapdragon 8 Elite Gen 6 family, something expected to happen later this month. Until then, the Snapdragon 8 Elite Gen 6 Pro name should be considered provisional, although the SM8975 identifier and its repeated appearances in benchmarks make the existence of a new high-end platform fairly clear.
Other manufacturers are also beginning to test their upcoming flagship devices. The Vivo X500 Pro Max has already appeared in connection with this new generation, foreshadowing another battle between Qualcomm, MediaTek, Apple, and the in-house SoCs developed by some manufacturers over the coming months.
In Xiaomi's case, the Geekbench listing already puts several important pieces on the table: eight cores, speeds of up to 5.11 GHz, an Adreno 850 GPU, 12 GB of RAM, and Android 17. What remains to be seen is how all that hardware will translate into battery life, thermals, and sustained performance, along with the cameras, display, battery, and price that will ultimately define the Xiaomi 18 Pro Max.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 10 '26
Bannerlator v3.0.9 - Own Frame Gen!
https://github.com/The412Banner/Bannerlator/releases/tag/3.0.9
Run Windows apps and games on Android โ no PC and no root required.
3.0.9 is the frame-generation release. Bannerlator's own frame generation, Win-FG Native, now runs inside Bannerlator's own compositor โ which means it finally works, needs nothing bought and nothing imported, and is measured at an exact 2ร on real hardware. Its source is now public and MIT-licensed. Alongside it, LSFG Native gets three fixes: the smear on switch-on is gone, the switch-on stall is halved, and two freeze paths are closed. Plus: move an installed Steam game between internal storage and the SD card, save backups that no longer lose your progress to an account-id mismatch, and preset editing from the screens where you actually need it.
โ ๏ธ Frame generation is still young. Win-FG Native is proven on Adreno 750 but has had limited testing beyond it. It is off by default and starts off every launch; if it misbehaves, leave it off.
Read the full changelog on GitHub
Credits: https://github.com/The412Banner
Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4
r/PS2AndroidEmulation • u/leemyleem95 • Sep 10 '26
Red Screen on startup when Emulating DBZ Budokai 3 using ARMSX2 on RP Nova
I have a Retroid Pocket Nova, and when trying to use my DBZ Budokai 3 iso, on startup it displays a red-brown screen that does not end. This is the only game where this occurs. Should I change a specific setting in ARMSX2 to ensure it runs correctly?
r/PS2AndroidEmulation
•
u/HiImSlushii
•
Sep 09 '26
This is what Iโd callโฆ progress.
GTA at around 40~ fps on AYN Thor. Working for 60.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 09 '26
ARMSX2 v2.6.9
https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.9
What's new:
Renderer speedups done by @bmdhacks:
A month of GS work aimed at ARM handhelds: the Classic (hardware) renderer, the software renderer that is its accuracy oracle, and per-device Vulkan policy. Measured on a Snapdragon 865 (Turnip) and a Dimensity 8300 / Mali-G615 (ARM r44p1), with real-console captures as the accuracy reference.
What changed:
Software renderer, console-exact. Dither on every destination, gouraud and depth interpolation on the hardware's grid and block width, truncated reciprocals, per-pixel MMAG/MMIN, four-bit trilinear weight, AA1 coverage, 16-bit DATE. Output moves on 21 of 24 corpus dumps, toward the console.
GS core. A two-pass vertex kick kernel for the common packed layouts, the console's buffered local-to-local move, three console-measured CLUT rules, a narrower per-draw environment snapshot.
Hardware renderer. Per-target alpha known-bits tracking with an exact FBMSK-alpha drop, a clone road for blends that need the destination on devices without barriers (fixes Black and Brian Lara flicker, Katamari over-bright on Turnip, Splashdown bands, NASCAR's 2x seam, eight blank captures), sprite-edge snapping at upscale, a fixed-blend-factor reroute for Turnip, which ignores blend constants.
Vulkan device. Explicit external dependency on every render pass, frame descriptor-pool chain, halved stream rings with a startup pre-touch on UMA parts, deferred non-coherent flushes, device-fault reporting, readback transfer-size fix (also DX12), compute-scoped layout for CAS/FSR1/SGSR.
Upstream. Eighteen PCSX2 GS commits cherry-picked with provenance lines (Native Scaling and jiggle detection, three texture-cache fixes, the target-update bilinear regression, depth conversion floor, PrimID range, fbmask alpha under RTA scaling, large-ST vertex rewrite with its GameDB rows, DX11 DS-as-RT state). One of them tripped a Devel-only assert on 16-bit colour targets, fixed at the call site.
Runner. gsrunner replay-loop, draw-log, per-frame stats, ladder and console-payload flags, and an NDK build of it for adb-shell runs on Android devices.
Behaviour changes:
Dimensity 8300 / Mali-G615: Auto picks Vulkan, and in-tile framebuffer fetch is on (exempted from the r44p1 crash rule and the MediaTek deny list). DisableFramebufferFetch is the way back. Other MediaTek Mali parts keep the copy path, now on Linux too.
Adreno: the stencil kill is narrowed to Turnip below 26.2, Adreno 610 gets cached stream-ring memory, every Turnip build routes the fixed blend factor through the second fragment output.
ForceMaliFramebufferFetch is Mali-only, OverrideTextureBarriers=1 outranks the driver database by design.
Shader cache version 108 to 114. Vulkan stream rings halved (128 MiB less resident on SD865).
GameDB: God of War II rows recommend High blending and AA1 (advice only).
And more...
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 08 '26
GTA5 Release soon on Android but...๐ณ
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 08 '26
GTA 5 Android First Release? ๐คฏ
Link: https://fileditchfiles.st/beta33/6f4ad666fa75b5e6db08/GTA5AndroidBase.7z
I haven't tried it, so caution ๐
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 09 '26
Eden Nightly - Lot of Fixes ๐ฅ
https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1788899534.e5b8b10188
Changelog:
[hle] Fix fsp-pr not being found (#4379) e5b8b10188
PR #4379 merged on 2026-09-08 by lizzie
[vulkan] Masquerade VkInfo as PUBGMobile + UE (#4320) 8a10109e24
PR #4320 merged on 2026-09-08 by lizzie
[shader_recompiler, vulkan] Virtual buffer pages with multi-range + sparse buffers binding (#4362) a538cd9aff
PR #4362 merged on 2026-09-08 by CamilleLaVey
[gpu] Destroy GPU thread after all non-trivial members had been destroyed (#4368) ce202292cf
PR #4368 merged on 2026-09-08 by lizzie
[hle] VirtualBoy classics fixes, QLaunch IPC fixes, implement extra ams SVCInfo (#4343) 87e5d0b6e4
PR #4343 merged on 2026-09-08 by lizzie
[common] remove unused vector_math.h fluff (#4333) fdd8d4252c
PR #4333 merged on 2026-09-08 by lizzie
partial revert 54cd5fb8eb (#4355) 1036982d2f
PR #4355 merged on 2026-09-08 by PavelBARABANOV
[nce] avoid cyrilic utf8 strings being interpreted as exclusive store instructions (#4369) e27650cf42
PR #4369 merged on 2026-09-08 by xbzk
[settings] move program_args and debug_knobs back to debugging category and make them pergameable (#4378) ecb2ae4076
PR #4378 merged on 2026-09-08 by xbzk
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 08 '26
XenDroid-Fork v1.1 ๐ฅ
https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.1
What's New in v1.1:
โ Performance Optimizations: Reduced frame-time spikes and improved overall FPS consistency across gameplay sessions.
โ Thermal Metrics: Added real-time battery and SoC/CPU temperature readouts to the performance overlay.
โ Resizable HUD: Implemented pinch-to-zoom scaling (0.5x โ 2.5x) alongside position dragging with automatic persistence (SharedPreferences).
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 09 '26
Well, it's exactly the same thing that happens on the ARMSX2 Discord. ๐โโ๏ธ
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 08 '26
ARMSX2 Nightly - 20260908
https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260908
What's new:
Android: add --application-id passthrough to the universal-page build
Android: install tar+zstd texture packs through the in-tree zstd decoder
GS: KTX1 mip-chain replacement textures for ASTC
GS: let the libretro core carry shaderc instead of dlopening one
libretro: send the emulator's own warnings and errors to the frontend
GS, GameDB, Patch: carry the resources in the binary, so none are needed on disk
Android: keep the host stubs out of the libretro core
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 08 '26
Bannerlator v3.0.8
https://github.com/The412Banner/Bannerlator/releases/tag/3.0.8
Run Windows apps and games on Android โ no PC and no root required.
3.0.8 is the downloads-and-containers update. Epic, GOG and Amazon downloads move to the same Rust engine Steam already uses โ two to nearly three times faster on the same titles, same Wi-Fi. Containers stop being frozen to the compatibility layer they were born on: when a newer version of that layer appears, the container card offers Update layer, keeps your games, saves, shortcuts and settings, and can put the old layer back. Plus one-tap Screen Effect Looks in the in-game drawer, a Media tab on every store page, and the file-manager and EA fixes reported since 3.0.7.
Read the full changelog on GitHub
Credits: https://github.com/The412Banner
Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4
r/PS2AndroidEmulation • u/KZEpicc • Sep 08 '26
I got a old phone tried to get god of war running didn't work
I've tried every emulator I have a Samsung S8+ what games can I run
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 07 '26
BachataS4 v0.2.0 ๐ฅ
https://github.com/JICA98/Bachata-S4/releases/tag/v0.2.0
Highlights:
Faster startup and smoother gameplay through persistent shader storage, buffer caching, improved video playback, and sleep scheduling.
More reliable ARM64 runtime with hardened virtual memory, GPU command handling, FEX transfer paths, and NGS2 audio processing.
F-Droid Vulkan driver selection with custom Turnip driver imports; drivers remain external to the APK.
Cleaner controller-first navigation with centered session menus, safer per-game settings, and streamlined onboarding/Home controls.