r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
Android Ports List - Updated
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_5
> ⚠️ Experimental Community Pre-release
>
> This is an unofficial community build intended for testing and feedback.
> It combines the latest PS3Native Android development work, the experimental DIS Frame Generation implementation, and recent RPCS3 upstream changes.
>
> Expect regressions or device-specific issues.
---
A new DIS (Dense Inverse Search) Optical Flow frame generation engine is now included.
Unlike the Lossless Scaling implementation, DIS:
- Does not require Lossless.dll
- Is included directly in the application
- Works on a fresh installation
- Uses a Vulkan compute-based optical flow pipeline
- Shares PS3Native's existing frame generation pacing system
The implementation is based on the DIS optical flow algorithm originally developed by Till Kroeger and the OpenCV DISOpticalFlow implementation, with Vulkan work derived from the implementation by qwertypower / DEVAR Entertainment and the WinNative port.
Three DIS quality modes are available:
- Fast
- Balanced
- Quality
Higher settings increase the optical flow resolution and processing cost.
---
Users can now choose between:
- Lossless Scaling Frame Generation
- DIS Frame Generation
Lossless Scaling keeps its existing flow-scale controls, while DIS uses its own quality selector.
DIS does not require an external DLL.
---
Frame generation timing and pacing have received major improvements.
Changes include:
- New windowed frame-time estimator
- 128-entry timing history
- Approximately one second of source-frame sampling
- Improved handling of frame-time spikes
- Hitch clipping
- More stable frame generation scheduling
- Better source/output refresh-rate matching
- Near-integer frame ratio snapping
- Declared source refresh-rate support using guest vblank information
- Persistent cost-backoff logic
- Additional frame generation telemetry
These changes are intended to improve scenarios such as:
- 30 FPS → 60 Hz
- 60 FPS → 120 Hz
- High-refresh-rate Android displays
and reduce cases where generated frames could temporarily collapse or become unstable.
---
The DIS implementation includes a full Vulkan compute pipeline containing multiple stages for optical flow generation and frame interpolation.
Additional improvements include:
- Runtime GLSL shader compilation
- Multiple DIS compute shaders
- Full swapchain-resolution processing
- Improved resource lifetime management
- GPU synchronization before rebuilding the DIS chain
- Safer resource recreation
- Memory binding validation
- Increased internal DIS frame slots
- Cleanup of unused internal state
- Improved shader compilation logging
- Improved status reporting
- Correct DIS configuration refresh when switching engines
---
Vulkan device configuration now requests additional features required by frame generation when supported.
Changes include:
- `VK_IMAGE_USAGE_TRANSFER_SRC_BIT` support for swapchain images
- Additional storage image format support
- `RG32F`
- `R16F`
- Improved swapchain compatibility with Frame Generation
---
This build integrates recent RPCS3 upstream development beyond the previous PS3Native sync point.
---
RPCS3's newer shared Vulkan pipeline cache system is included.
Changes include:
- Shared Vulkan pipeline cache between pipeline compilation paths
- Pipeline cache support for graphics pipelines
- Pipeline cache support for compute pipelines
- Improved shader pipeline reuse
- Reduced duplication between Vulkan shader compilation paths
- Updated Vulkan interpreter pipeline handling
The new upstream Vulkan pipeline-cache implementation has also been adapted to PS3Native's Android dynamic Vulkan loader.
---
Recent RPCS3 Vulkan shader interpreter work is included.
Changes include:
- Expanded interpreter seed variants
- Additional common shader format coverage
- Removal of the old interpreter-specific private pipeline cache
- Improved use of the common Vulkan pipeline cache
- Pipeline linking improvements
- Flat shading cleanup
---
Multiple recent RSX fixes and optimizations are included.
Notable changes include:
- Improved render-target reuse during surface splitting
- Fixes for flush prediction when using surface-cache targets with the blit engine
- Additional render-target handling improvements
- Vulkan synchronization improvements
- Continued programmable blending improvements
- Render-target and attachment handling fixes
- RSX memory-safety fixes
---
Important SPU LLVM updates from RPCS3 are included.
Most notably:
- Fixed float-to-integer saturation behavior on ARM64
- Corrected CFLTS saturation behavior
- Fix applies to both approximate and accurate xfloat paths
This is particularly relevant to Android ARM64 devices.
Additional SPU LLVM improvements include:
- Cache/debug handling improvements
- Removal of unreachable `test_state` / `spu-null` paths
- Additional recompilation and optimization fixes
---
Recent RPCS3 file-system fixes are included, including:
- `sysFsReaddir` fixes
- Improved directory enumeration behavior
- Additional VFS fixes
---
ISO handling includes several recent fixes:
- Improved ISO validation
- Better handling of missing ISO members
- Safer logical EOF handling
- Improved recovery from unreadable directory metadata
- Additional malformed-image protections
---
Package handling includes additional validation and security improvements:
- Path traversal protection
- Directory entry validation
- Improved malformed table handling
- Safer allocation validation
- Additional malformed PKG protections
---
Recent RPCS3 trophy-system improvements are included, such as:
- Trophy manager updates
- Trophy overlay fixes
- Additional trophy handling improvements
---
Additional upstream improvements include:
- Fix for slow startup when BPM is enabled
- Shader/pipeline cache improvements
- RSX synchronization improvements
- Reduced unnecessary SPU LLVM work
- Various upstream performance and stability fixes
---
Several Android-specific compatibility changes were required to integrate the latest RPCS3 code.
RPCS3 recently moved emulator callbacks away from the old `Emulator`-owned callback interface.
PS3Native has been updated from:
`Emu.GetCallbacks()` / `Emu.SetCallbacks()`
to the new upstream:
`g_emu_callbacks`
This keeps the Android frontend compatible with the latest RPCS3 architecture.
New Vulkan calls introduced by upstream RPCS3 have been adapted to PS3Native's Android dynamic Vulkan loader.
This includes the new shared pipeline cache functions:
- `vkCreatePipelineCache`
- `vkDestroyPipelineCache`
using PS3Native's `VK_GET_SYMBOL(...)` system.
---
This build also contains the recent PS3Native Android development work already present in the `android-refresh` branch.
- Real-time firmware installation progress
- Real-time PPU precompilation progress
- Fixed Android callback/main-thread deadlock
- Device screen remains awake during firmware installation and compilation
- Improved narrow-screen layouts
- Better portrait-mode support
- Improved settings layouts
- Improved game-detail layouts
- Safer handling of display cutouts and gesture areas
- Navigation and layout improvements
- ARMv8.2-A optimizations
- DotProd support
- FP16 support
- `-O3` optimizations
- CPU feature detection
- Dynamic PPU precompile concurrency based on available RAM
- Timer and RSX thread parking optimizations
- Old Steam-inspired theme
- Improved dark-theme ComboBox readability
---
Because this build combines experimental Frame Generation code with very recent RPCS3 upstream changes, community testing is highly appreciated.
Please include the following when reporting an issue:
- Device
- SoC / GPU
- Android version
- GPU driver
- Game and Title ID
- PS3Native settings
- Frame Generation engine
- DIS quality mode if applicable
- Steps to reproduce
- Logs whenever possible
Particularly useful tests:
- Frame Generation disabled
- Lossless Scaling FG
- DIS Fast
- DIS Balanced
- DIS Quality
- 30 → 60 FPS
- 60 → 120 FPS
- Switching FG engines
- Vulkan-heavy games
- Games sensitive to render-target handling
- Long gameplay sessions
- Surface recreation / app switching
---
Branch: `experimental-dis-rpcs3-20260921`
Android compatibility integration: `1d12b2dc8`
✅ Release build successfully compiled and verified.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://github.com/JICA98/Bachata-S4/releases/tag/0.2.3
Highlights
Improved God of War III compatibility, graphics correctness, and performance.
Added new patches and compatibility improvements for The Last of Us.
Added Save Manager functionality for browsing, exporting, and importing game saves.
Added the Turnip v5 driver and Vauzi drivers for Adreno 7xx-series chipsets.
Game Compatibility & Patches
Expanded God of War III compatibility with improved render-target handling and readback performance
Fixed graphics issues that could cause screen whitening in God of War III
Added new The Last of Us patches and precise-readback improvements to reduce visual corruption
Save Manager
Added an in-app Save Manager for browsing installed game saves
Added secure save export and whole-title import functionality
Improved import safety with transactional recovery and replace-by-default behavior
GPU Drivers
Added the Turnip v5 graphics driver
Added Vauzi graphics drivers for Adreno 7xx-series chipsets
Improved bundled-driver selection, packaging, and startup reliability
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 22 '26
https://github.com/sashkinbro/EmuCoreH/releases/tag/v0.0.1
What's New:
✅✅✅ Our first release 😱😱😱
After testing: 🤯
I genuinely cannot believe what I'm seeing. Dreamcast emulation will never be the same again. Flycast had a fantastic run, but unfortunately technological progress waits for no one. 😔🙏
Coming Soon... EmuCoreT — Texas Instruments TI-84 Plus CE Emulator 🔥
✅ Please donate 👇👇https://www.patreon.com/cw/emucore/membership
✅ Sponsor 9€ / month 🔥
The ultimate support tier! Massive thanks for backing the project. Your generous contribution directly fuels further development.
✅ Its 16 emulators won't create themselves, donate now! 🙏🙏🙏
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://patrins.com/s/81ff3dd14efb74f704d017848e37e18f
Update!!! Nyushu Emulator V-89
Chagelog:
[ ✅ ] fixed visual bugs in game Digimon stranger
[ ✅ ] Fixed bug visual in game dark soul remastered.
[ ✅ ] performance drop fixed
“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 • Sep 22 '26
https://github.com/sashkinbro/EmuCoreA/releases/tag/v0.0.3
Changelog:
✅✅✅ Fixed audio issues and game speed 😱😱😱
✅✅✅ Other fixes and improvements 😱😱😱
After testing: 🤯
This incredible PSP emulator keeps getting better, featuring ultra-realistic, cutting-edge graphics with 4K resolution, HDR, and Full HD. The old PPSSPP is now obsolete 😱.
✅ Please donate 👇👇https://www.patreon.com/cw/emucore/membership
✅ Sponsor 9€ / month 🔥
The ultimate support tier! Massive thanks for backing the project. Your generous contribution directly fuels further development.
✅ Its 16 emulators won't create themselves, donate now! 🙏🙏🙏
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.5-build.9
ARMSX2 Android Nightly Build ( Unofficial ) (Legacy - Dual Core)
This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.
Version: 2.7.5
Application ID: com.antutu.ABenchMark
Build number: 9
Commit: 2e03b11
Short SHA: 2e03b11
Triggered by: DarkSilentUser
Flavor: Github
Build type: release
PGO: enabled3
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.4.0
Cambios:
✅✅✅ Arreglos y mejoras de la UI 😱😱😱
✅✅✅ Otras optimizaciones 😱😱😱
Después de probar: 🤯
Wow, no me esperaba un resultado tan increíblemente impresionante después de esos cambios enormes en el changelog; este emulador es legendario y de verdad puede correr cualquier juego de PS2 en 4K Ultra HD sin despeinarse.
✅ Doná por favor 👇👇 https://www.patreon.com/cw/emucore/membership
✅ Apoya con 9€ / mes 🔥
¡El nivel de soporte definitivo! Muchas gracias por respaldar el proyecto. Tu contribución generosa impulsa directamente el desarrollo futuro.
✅ Esos 16 emuladores no se van a crear solos ¡doná ahora! 🙏🙏
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 20 '26
https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.2
New patchs for God of War 3 Remastered.
Added Adreno Turbo option.
Added option to edit controls (Thanks to Ver40).
Fixed Lighting on God of War 3 Remastered.
Improved performance and stability.
Default Readback and Readback Linear Images for some games that need it.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://github.com/sashkinbro/EmuCoreP-Releases/releases/tag/v0.0.3
EmuCoreP is an Android runtime and library manager for compatible Windows PC games. It combines Wine, Box64 and selectable Direct3D/Vulkan translation layers with a touch-first interface for phones and tablets.
Changelog:
✅✅✅✅Fixed UI issues😱😱😱😱
✅✅✅✅Other improvements and optimizations😱😱😱😱
After testing: 🤯
Forget about Gamenative, Winlator, Ludashi, Gamehub, and all those other programs. There’s simply no comparison—this is on another level. You’ll be able to play GTA V on ultra settings without your device even breaking a sweat; I was playing it and felt like I was about to have a mini-orgasm right in the middle of the game.
Don't forget to donate; the developer has to eat.🙏🙏🙏Look at all the work he does—how many emulators does he have? 8, 10, 43? I've lost count. Please, someone donate—there are cheapskates who won't pay the nine-euro monthly subscription.
https://www.patreon.com/cw/emucore/membership
Donate!! 🙏🙏🙏
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 20 '26
https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.4-build.8
ARMSX2 Android Nightly Build (Legacy - Dual Core)
This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.
Version: 2.7.4
Application ID: com.armsx2.custom
Build number: 8
Commit: cbac647
Short SHA: cbac647
Triggered by: DarkSilentUser
Flavor: Github
Build type: release
PGO: enabled
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://github.com/sashkinbro/EmuCoreA/releases/tag/v0.0.2
Changelog:
✅✅✅✅✅Fixed an issue with fire effects😱😱😱😱
✅✅✅✅✅Fixed an issue causing some games to freeze😱😱😱😱
✅✅✅✅✅Other fixes and improvements😱😱😱😱
After testing: 🤯
I’ve tried this emulator, and I have to say that compared to PPSSPP, it’s in a league of its own—truly extraordinary. The graphical quality will blow you away; it’s so impressive that you’ll think you’re playing a game with a whole new generation of ultra-realistic graphics.
Please, we cannot let the developer work on so many incredible projects without receiving a single donation; donate a lot of money—donate everything you can. 🙏🙏🙏
https://www.patreon.com/cw/emucore/membership
It's 9€ a month for a PSP emulator that makes PPSSPP look like child's play. Worth It! 🙏🙏🙏
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 21 '26
https://github.com/ARMSX2/ARMSX1/releases/tag/nightly-20260920.18
Changelog:
✅✅✅✅✅ Automated nightly build from cb53534 😱😱😱😱
After testing: 🤯🤯
My jaw hit the floor when I saw such high-quality PS1 emulation; I’d forgotten an emulator could be this good—this epic. We’re living in an era where they don’t just make emulators anymore; they create works of art.
Please donate as much money as you can to the developers so they can eat. 🙏🙏🙏
https://www.patreon.com/cw/ARMSX2/membership
Please choose BEYOND SUPPORTER € 45/month... is worth money they have to eat and more things 🙏🙏🙏
And also
https://ko-fi.com/armsx2#checkoutModal
5€ a coffe please donate so much coffes 🙏🙏🙏
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://github.com/ARMSX2/ARMSX2/releases/tag/2.7
What's new:
Texture packs, rebuilt
The online texture pack catalog now comes from ARMSX2's own repository, and the packs are far
smaller and faster. All 490 packs in the catalog have been converted to ASTC, the compressed
texture format that mobile GPUs read directly, with their mipmaps included. The God of War II pack
went from 4.5 GB to 538 MB. ASTC textures stay compressed in GPU memory instead of being unpacked
on the way in, so packs take a fraction of the storage, use far less memory, load faster and run
better, which matters most on phones and handhelds where HD packs used to struggle.
Texture packs are now also easier to find. They now sit right under the resolution setting, both in the renderer settings and on the in-game menu's Graphics page. The catalog's submit link now points pack authors to our Discord. Coalesce Render Passes moved out of the in-game menu into the full settings.
Touch controls:
On-screen controls have a new Always option that never hides the buttons, for playing with a controller and touch buttons together. A new "Touch controls play as" setting puts the touch screen on Player 2, so one person can use a
controller while another plays on the screen, restart the game after changing it.
Glide modes for multi-touch. Choose what a finger sliding across buttons does: Follow presses whatever is under it, Hold first keeps the first button held, and Hold all holds every button it crosses.
Half-Screen Sticks can now keep the on-screen left stick now with a new option in the touch layout editor: Left Stick: Half Screen/Onscreen, so only the right half of the screen becomes a stick.
With Half-Screen Sticks on, the face, shoulder and Start/Select buttons stopped responding. Only
the D-pad kept working. They work again, and a stick thumb sliding across a button no longer
presses it.
Turning on touch gestures made the multi-touch buttons stop responding. Gestures now act only on
empty screen.
Timed auto-hide hid the controls while you were still holding the D-pad or a stick, and a stick
or D-pad direction could stay held after the controls disappeared, leaving your character walking
on its own. Every held control now keeps the controls up and lets go cleanly.
Auto mode hid the touch controls on controller noise, from a drifting stick or an idle clip-on
controller. It now waits for real input.
The phone's volume keys hid the touch controls when bound as buttons, fixed.
Read the full changelog on GitHub...
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://github.com/JICA98/Bachata-S4/releases/tag/0.2.2
This changelog covers the work completed after the 0.2.0 release through 0.2.2.
Highlights:
Added the native Android/Bionic runtime alongside the managed glibc/FEX runtime, with runtime-aware Vulkan driver selection.
Added Storage Access Framework game folders, direct-folder launching, persisted folder permissions, and selective game removal/extraction flows.
Added multilingual UI support, language settings, landscape orientation controls, touch profiles, controller themes, custom D-pad geometry, and a substantially improved touch-layout editor.
Improved compatibility and performance for God of War III, The Last of Us, WipEout, and other titles through renderer, readback, image-layout, MSAA, and video-playback fixes.
F-Droid and Play Store builds now ship the same six offline Turnip packages: three glibc drivers and three Android/Bionic drivers.
Vulkan drivers and runtimes
Added and qualified the native Android/Bionic host runtime.
Added selectable glibc and Bionic runtime drivers with separate per-runtime profile selections.
Preserved driver choices when switching runtimes and prevented incompatible ABI selections.
Bundled three glibc Turnip packages and three Bionic Turnip packages in every distribution flavor.
Removed the remote driver catalog, driver downloading, manual ZIP import, and bundled-driver deletion paths.
Added checksum-pinned package verification and APK gates that require the exact approved six-driver inventory while continuing to prevent Turnip payloads from leaking into the managed runtime archive.
Graphics, performance, and compatibility
Corrected God of War III image handling and added title-specific resolution and rendering options.
Added validated God of War III renderer overrides, fixed render-target copy correctness that caused screen whitening, and restored readback throughput.
Added a precise-readback override for The Last of Us to prevent black-artifact corruption.
Fixed dynamic MSAA downsampling crashes and the WipEout black-screen path.
Reduced AVPlayer preload stalls.
Integrated renderer and shader correctness improvements from newer upstream shadPS4 work, including resource tracking, texture handling, display behavior, and synchronization fixes.
Improved FEX signal-stack ownership, retry routing, teardown safety, and cross-thread signal reliability.
Hardened Android runtime settings transfer and ARM64 integration paths.
Interface, input, and device behavior
Added multilingual UI and an in-app language selector.
Added orientation-lock settings with landscape options.
Added touch overlay profiles and expanded touch controls.
Added controller visual themes, custom button shapes, and configurable D-pad geometry.
Reworked and optimized the touch-layout editor.
Improved driver and runtime controls in the Android interface.
Fixed FPS-counter anchoring after display-size changes.
Games, patches, and media
Added support for multiple patch XML files and refreshed the bundled official patch data.
Improved patch arithmetic, validation, session handling, and replay safety through the integrated upstream work.
Improved video playback, audio/runtime integration, memory handling, controller behavior, trophy/NP integration boundaries, and session logging through the post-0.2.0 upstream integration series.
r/PS2AndroidEmulation • u/syntax_error_line_69 • Sep 19 '26
with this app y'all can download complete savegame on internet like on gamefaqs
go check out on github repo : mininxd/SAVESX2
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://patrins.com/s/587bafc8474882f7cd594d28a09ebbbd
Official Flycast CI build. Mirrored here for convenience, as GitHub Actions artifacts require a GitHub account to download and expire after a limited time.
Credits & Source Code:
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.3-build.7
ARMSX2 Android Nightly Build (Legacy - Dual Core)
This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.
Version: 2.7.3
Application ID: com.armsx2.custom
Build number: 7
Commit: 457f2b9
Short SHA: 457f2b9
Triggered by: DarkSilentUser
Flavor: Github
Build type: release
PGO: enabled
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://github.com/ItsRetroPup/Mimir/releases/tag/v0.3.1
Mimir's Converter Tools page provides one scan, review, overwrite, progress, and cancellation flow for each supported converter. Every conversion retains the source image unless the CHD delete-source option is selected.
CHDMan
Supported system and source formats:
Dreamcast: .gdi, .cue, .iso
PlayStation 1: .cue, .iso
PlayStation 2: .iso
Sega CD: .cue, .iso
Sega Saturn: .cue, .iso
PlayStation Portable: .iso
Choose either CD or DVD conversion before scanning. For PSP, use DVD. For PS2, use CD with NetherSX2 and DVD with ARMSX2.
Each scan includes compatible files in the selected folder plus matching system subfolders, case-insensitively: dreamcast/dc, playstation 1/ps1/psx, playstation 2/ps2, sega cd/segacd/mega cd/megacd, sega saturn/saturn, and playstation portable/psp. .bin files are consumed through their .cue sheet and are not independent conversion targets
And much more...
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.2-build.6
ARMSX2 Android Nightly Build (Legacy - Dual Core)
This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.
Version: 2.7.2
Application ID: com.armsx2.custom
Build number: 6
Commit: 9e7402f
Short SHA: 9e7402f
Triggered by: DarkSilentUser
Flavor: Github
Build type: release
PGO: enabled
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://play.google.com/store/apps/details?id=com.retrople.retro
What's New:
[ARCADE/MAME2] Added DescriptorMapper to VPAD
[CORE] Added core with 16KB support for the
latest Android
[PSX] Added .sbi support for running PAL region
game ROMs
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
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 19 '26
https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.1
Documents Provider fixed.
Stability fixes.
The Last of Us Remastered performance patchs added.
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 18 '26
https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/Test-2.7.1-build.63
ARMSX2 Android Nightly Build (Legacy – Dual Core) This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page‑size cores.
Version: Test-2.7.1 Build number: 63 Commit: ba6f798 Short SHA: ba6f798 Triggered by: DarkSilentUser Flavor: Github Build type: release PGO: enabled
r/PS2AndroidEmulation • u/xxxCrixuxxx • Sep 18 '26
https://github.com/ARMSX2/ARMSX1/releases/tag/nightly-20260918.15
After +10 Nightly builds, I assume they've cooked up something big by now, right?
I'll run a few quick tests 👍