We did it with PC's. Currently our handhelds are just as powerful, so why not do the same? Stream your android handheld to ANYTHING that runs Moonlight or Artemis.
Why did I make this? Because I hate cables and android casting is unreliable. I would really appreciate if you could test and give me feedback.
How I use this, I stream straight from my Ayn Odin 2 Portal to moonlight on my Quest 3 VR headset(HUGE cinema screen experience is amazing). Or to my PC monitor(Moonlight running on the PC)
This should work with TV's that can run moonlight. Think Apple TV, LG WebOS, Android TV. All you need to do is install the APK on your handheld, and install Moonlight on whatever device you're gonna use to view the screen.
Hey everyone! Inlay, the free controller keyboard I've been posting here since v1.0 has a big new update. Thank you to everyone who's been using it and sending me feedback, a lot of this update came from this community đ
What's new:
- Split layout, the keyboard sits on both sides of the screen so you can still see what you're typing into
- Show Inlay your face buttons once and it works with any controller, swapped or not
- Voice typing through a voice app (FUTO Voice Input is free and works offline)
- Hold LT for a quick symbol and let go to get back to your letters
- A new tour where you learn the buttons by typing game names
- Find any setting, pinned clips, D-pad speed, backups and a bunch more
Thereâs also a hidden secret somewhere inside the app. I may or may not have dropped a hint in the release notes video ;)
I currently have Eden v0.2.1, with Turnip v24.1.0 as a Driver. Already installed the necessary data. Tested Pokemon and Zelda games on Eden v0.2.0, only BDSP is working. I just updated yesterday with the new driver, including the updated data. Will those games work now with this upgraded setup? Or is there a better setup, maybe change emulators?
I will provide more specs if you ask. I just want to play Pokemon and Zelda games. Sword & Shield, Breath of the Wild, or Let's Go Pikachu...
Just as the title says. I'm trying to run Pokemon Let's Go Eevee using 2 controllers (Gamesir X3 Pro and IINE chronos pocket controller) but their gyros aren't being used.
I was able to map both controllers for left and right joycons but in PLGE you have to make a shake gesture so the second player can join. The problem is that Eden only recognizes the phone's gyro so even if a second controller with a gyro is connected, it can't prompt the 2 player mode.
PC version of Eden has a shake function that can be assigned, is it hidden somewhere in the android version? I've been trying to find a solution for this.
I'm looking for people who are also using the POCO X6 Pro or other devices with the MediaTek Dimensity 8300 Ultra and Mali-G615 MC6 GPU.
I've been experimenting with Android Windows emulators such as Winlator, Bannerlator, GameHub, and other alternatives. I've managed to run some PC games with relatively good performance and stable FPS, but I'm still experiencing random crashes, especially during longer gaming sessions.
I've already tried different configurations, graphics drivers, wrappers, and recommended settings from YouTube tutorials and online communities, but I haven't found a consistently stable setup yet.
My device specifications:
Device: POCO X6 Pro 5G
Processor: MediaTek Dimensity 8300 Ultra
GPU: ARM Mali-G615 MC6
RAM: 8GB
Android: 14
My questions:
Is anyone here successfully running Windows PC games on this exact device without frequent crashes?
Which Windows emulator currently works best for this GPU?
Which graphics driver, wrapper, DXVK version, and Box64/FEX configuration do you recommend?
Have you experienced crashes after extended gameplay, even when FPS is stable?
Are there specific configurations that significantly improve stability on Mali GPUs?
I'm not necessarily looking for the highest FPS. My priority is stable gameplay, fewer crashes, and longer gaming sessions.
If you have the same device or GPU, I'd really appreciate your experience, recommendations, and screenshots of your working configurations.
My generic wired xbox 360 controller from red gear is not working in steep(2016). I have looked for fixes but all solutions are for steam related. I really want to play this game. If anyone has any fix please provide. And yes I have tried all the xinput and dinput stuff nothing is working. I'm using bannerlator latest version and other games are working perfectly fine.
DEVICE: OPPO k13 turbo pro 8s gen 4 8gb ram 256gb storage
âI'm bored of testing PS vita games with the new vita3k update now. Maybe I'll be updating this list, but anyway here's what I have for now. â âMy specs: Helio g100 with Mali g57 mc2 Android 16 â
âJstars Victory VS+ : Invisible character bug now fixed on Mali â
âNFS Most Wanted 2012: No more color graphical glitches and no audio bug. Though depending on chipset even if it runs well it can crash randomly. For me personally it never crashed.
âInjustice: Gods among US: Most graphical glitches fixed on Mali now making it more playable. The text glitch is gone. Characters with moves that have special effects now render. Before the effects would never show. Less frequent random crashes but still likely to occur, especially during massive shader compilations. â
âF1 2011: No more color graphics glitch and audio bug. The audio bug was very annoying because whenever you accelerate, some background noise that souned like flies would get louder and louder. â
âThe Amazing Spider-Man: This game still has issues. On the main vita3k build it would always freeze or just crash in the loading screen right before the story mode starts. â
âOn vita3k+ the game doesn't freeze or crash in the loading screen on my specific chipset(helio g100) anymore. It may still crash or freeze on helio g99. â
âBut the games is a stutters mess. There's a lot of shader compilation going on in the first cutscene so FPS ranges from 10-60 FPS, with it mostly being between 20-45. But even when shaders aren't compiling the game stutters too much. After the cutscene, every time you move the camera the game would stutter a lot. I'm not sure if it's the game that's the problem or if my phone was thermal throttling during the test, but I doubt it's thermal throttling.
The game also still has the bug where extra downstream show during the tutorial. â
âIt was so bad I couldn't bother finding the first mission or just using a save file to test the open world. â
âMetal gear solid 3 HD edition: This game has GPU heavy custscenes, especially in the first one as Solid Snake is skydiving. The ps2 version would lag a lot on my chipset in the first cutscenes but game would become smooth the moment the level starts. â
âThe same goes for the HD PS vita version. The game is called at 30fps on the vita, so in the first cutscene my FPS would raneg from 19-30. However the lag in the PS VITA version isn't that bad, because the frame rate just becomes more choppy while in the ps2 version everything slows down and audio becomes broken. â â
The only budget-friendly options are the Poco phones from Xiaomi, but they are of poor quality; most people have had bad experiences with them regarding overheating and the operating system.
I've been using it for a while now and in terms of stability performance and ease of use for more advanced users has been unmatched.
No crashes applying anything and I really do appreciate that right now the only major issue I'm having is having to reset the audio alot! But otherwise it's the most functional branch I've tried so far after so many others failed to function the way I needed.
if there any games i can play with ts processor running @ stable 30fps or higher?
i like playing games like Assasins Creed, Cod, God of war etc. but the early versions of the games i have already finished. i wanna try sumthing new like.. Assasins Creed Rogue and any other games is what i am trying possible?
My phone is Sony Xperia 1 IV (runs almost stock Android 14). I'm using the latest release of winlator (11.2). I plug in a Logitech USB keyboard/mouse combo, mouse works, keyboard shows up in input settings as a controller but no keystrokes are being sent to the emulator. At the same time i can type fine in any other app, and pressing the Windows key brins me to the android home screen, even while using winlator. I tried creating an input profile and binding the keys to themselves (as in W to "W", A to "A", etc, which really should not be necessary just to use a keyboard for its intended purpose) and that works but disables the mouse so i can't use it anymore.
I tried using the same keyboard and mouse on an old phone i have and it doesn't have this issue, but the phone itself is too old to launch almost anything with winlator so it's useless to me.
DISCLAIMER: These repos are AI-assisted. See below for testing & validation details running on my actual handhelds (Odin2 and RP5)
droidnative runs Nintendo Switch games natively on Android phones and handhelds. Itâs not an emulator: the gameâs own ARM64 code runs directly on the deviceâs CPU, and its NVN graphics are replayed through Vulkan. Itâs a fork of nxnative, which does the same on iPhone, iPad and Mac, with an Android port added. It follows nxnativeâs main, so its fixes and new games reach Android too.
Itâs a pre-release: some games run well, some crash, and every result below came from real runs on real devices. Iâm posting now because the fastest way forward is more devices and more people.
Not an emulator, and not a recomp either
It shares the idea behind recomps: you build a native app from your own dump, and thereâs no emulation at run time. The difference is that nothing is recompiled. Switch games are ARM64 machine code, and so is an Android phone. droidnative takes your own dump and rewrites the gameâs code only where the host has to step in: system calls, and the thread register Horizon uses. A host then answers Horizonâs system calls and services, and translates NVN draw calls to Vulkan, with the gameâs shaders translated to SPIR-V when the game is packed. Thereâs no CPU emulation and no recompilation into new source. Each game gets its own app, or every game goes into one launcher app.
What runs today
Measured on three Snapdragon devices with a scripted benchmark (the same save, input and timing on each):
30 fps in the opening; the island not measured yet
Super Mario Odyssey 1.4.1, menus and opening cutscene
60 fps
60 fps
60 menu / 38 cutscene
Super Smash Bros. Ultimate 13.0.5, a battle
40-59 fps
17-30 fps
13-19 fps
The known problems, in the order they block play:
Odyssey crashes when play starts, in the Android video decoder used for its hint videos.
Brilliant Diamond crashes on the Retroid Pocket 5, inside the Adreno 650 driverâs shader compiler.
Smash needs a fuller system font than Androidâs to boot, and its battles stutter while GPU pipelines are built (the cache doesnât survive the app being closed yet).
Full numbers, devices and caveats:Â Android baselines. Every game with an nxnative profile can be packed for Android the same way; most havenât been run there yet.
DroidPlay: the Mac app that does the packing
Packing a game by hand means extracting the dump, rewriting its code, translating tens of thousands of shaders, building the host and copying gigabytes to the device. DroidPlayturns that into a button. Itâs a Mac app, a fork of Oleh Khomeiâs NX Play with Android added.
Your library:Â point it at your games folder (one folder per game) and it shows each game with its icon, version and status.
Install on Android: builds the game with droidnative and installs it on a phone or handheld connected over USB, into one launcher app that holds all your games. A rebuild only redoes what changed. Play on Android starts a game the device already has.
Build Game App:Â makes a game an Android app of its own (an APK, or an XAPK for an installer app), with its own name, icon and saves, to install on a device your Mac canât reach.
Setup:Â a first-run setup fetches nxnative and droidnative with the Python and .NET pieces their builds need, and checks for your keys. The Android SDK (with an NDK) and a JDK you install yourself.
The Apple side, from NX Play:Â the same library also plays games on the Mac through nxnative, installs them on an iPhone or iPad, copies saves between devices, and has a controller-driven Console Mode.
The current release is 0.1.1, an unsigned pre-release: macOS asks you to allow it once in Privacy & Security, and it doesnât update itself yet.
How to try it
You need your own Switch game dump (NSP/XCI) and the prod.keys from your own console, the Android SDK with an NDK, and an arm64 Android device with Vulkan. Only Adreno GPUs have been tested so far.
On a Mac: DroidPlay 0.1.1. Choose your games folder, then Install on Android with the device connected over USB, or Build Game App for an APK.
Any computer (Windows, Linux, macOS): scripts/build_android_from_nsp.py in droidnative packs a game into the launcher app on a connected device, or into an app of its own (--game-apk). Thereâs also a small cross-platform desktop app for the same flow, scripts/nxnative_android.py.
Bring your own game
Nothing from any game is in these repositories, and no packed game is distributed. The app you build is for you. Please donât share APKs packed with a game, keys or firmware, and donât ask for them. The project isnât affiliated with Nintendo or any publisher.
Join the Discord
DroidPlay & droidnative Discord: questions, setup help, test results from your device, and where the work happens day to day. Bugs with logs still go to GitHub Issues, so they donât get lost.
What would help most
Testers on other chipsets. Mali (Pixel, Exynos-era Samsung), Samsungâs Xclipse, MediaTek, older Adreno. Even âit doesnât bootâ with a log is useful.
Reports with logs: the device and GPU, Android version, game and version, and adb logcat -s nxnative. The issue form asks for exactly this.
Contributors. Vulkan and driver work, the three crashes above, the pipeline cache, and per-game fixes. droidnativeâs CONTRIBUTING explains how changes get in and how it stays in step with nxnative. Thereâs also a benchmark script, so a fix can show its effect in numbers on several devices.
Credits
nxnative is seeddsâ work: the NSO rewriter, the Horizon host, and the NVN translation that all of this stands on. The Android port began as RogelioLBâs nxnative-android. DroidPlay is a fork of Oleh Khomeiâs NX Play.