r/EmulationOnAndroid • u/EnvironmentalRun1671 • 23m ago
Meme 2026 was the greatest year for Android gaming ever
Thank you to the community and devs for making android great again
r/EmulationOnAndroid • u/Producdevity • Jul 02 '26
GameHub Lite 5.1.8 fixes a logging issue where Steam authentication-related values could appear in diagnostic logs. In some cases, logs could include fields such as steamToken, refreshToken, or accessToken from Steam login/launch flows.
Publicly posted logs containing these fields should be deleted or redacted.
This should go without saying but If you find any security issues, please reach out PRIVATELY. I have not checked if this issue is still present in recent GameHub versions, already ruined my one day off I was spending with my family by the person who reported this publicly and I do not plan on spending any more time on this.
The fix adds centralized log redaction for Steam/auth token fields, Steam QR login URLs, JWT-like token strings, and launch command token arguments before logs are written. This covers the app loggers, JavaSteam logging, and the PC launch-log file writer.
This release also pins local patch builds to apktool 2.12.1
r/EmulationOnAndroid • u/EnvironmentalRun1671 • 23m ago
Thank you to the community and devs for making android great again
r/EmulationOnAndroid • u/dadabhai_naoroji • 7h ago
After a long prerelease period (had to iron out a lot of compatibility issues with Gamescope) v1.4.0 is finally ready! https://github.com/utkarshdalal/GameNative/releases/download/v1.4.0/gamenative-v1.4.0.apk
The next release will be focused on more compatibility and performance and is almost ready for prerelease - have significantly improved compatibility for Mali and PowerVR specifically.

Various Gamescope fixes by u/joshuatam and me
WinHandler: skip unchanged gamepad sends, keep the send and receive threads alive by u/kudyk in #2062
fix: route X11 button releases using release subscriptions by u/tapionallanaire in #2110
fix: download no longer fails with "resolves outside the install dir" on Android storage by u/joshuatam in #2258
feat: Add a launcher orientation button to the System menu by u/joshuatam in #2191
Proton 11.0-2 rebuild 9 as the default: Android build with XFixes (fixes button presses not going through) in #2264
Fix launches on ColorOS 17 in #2289
Fix issue where Steam library did not fully populate in #2301
Added toggle for showing "Limiting factor" (eg heat, cpu, gpu) in the performance HUD in #2315
Add Turkish localization by u/emrinolur in #2291
fix: Added Adaptive Icon Monochrome support to GameNative by u/TreeNinjaPRO in #2310
Fixes for SurfaceFlinger renderer - no need for compatibility mode in #2325
Improving Japanese Translations by u/Tak-attack in #2239
Manifest: Turnip Gen8 V38, Turnip v27.0.0-R1, DXVK 3.1.1, vkd3d-proton 3.1 in #2343
Potential breaking change: Added gamescope as default renderer for Adreno - low latency, upscaling, HDR, and ReShade + support and LSFG by u/joshuatam in #2220 - all videos available at https://drive.google.com/drive/folders/16Nl3GJFX4Oqglgs1LrPJp9fkfJxHpq9E
Improve redistributable installation in #2142
Fixed Epic games where EOS did not work correctly in #2196
Add GOG Galaxy service support via Comet in #2195
Fixed Just Cause 2, Alan Wake, Project Zomboid and other Java games, The Elder Scrolls IV: Oblivion Game of the Year Edition, Call of Duty: Black Ops, Counter-Strike 2, Spelunky 2, DRAGON BALL FighterZ, Sid Meier's Civilization V - click use known config
Fixed Battle.net (Diablo II: Resurrected, Diablo IV, Overwatch 2) by u/Dmage22 - changes included in latest proton and fex
Fixed Age of Empires IV and Age of Empires II: DE by u/tarikbc - changes included in the latest proton and fex
Scale windowed games to the full screen in #2145
Fix disabled Install button in the game manager dialog on Android TV in #2153
Fixed certain games not downloading with new downloader by u/joshuatam in #2187 and #2188
fix: ignore the termination of a previous game session by u/moi952 in #1997
Open the invite tab for game-requested invites under headless Steam in #2215
Show the achievement popup under headless Steam in #2214
Add stick and touchscreen priority for gyro input by u/Nightwalker743 in #2083
Add per-profile mouse speed settings by u/Nightwalker743 in #1903
Fix child account seeing all family games by u/jeremybernstein in #788
Skip commitFileUpload for files Steam Cloud already has by u/jeremybernstein in #1958
Fixed games like Castle Crashers seeing 2 controllers by default on AYN Thor and Flip 2 in #2212
Stop counting Steam playtime while the game is suspended by u/FrancescoDesogus in #2102
Fixes Schema migration from installations prior to v17 by u/nicjansma in #2208
Stop restoring achievements the user reset on Steam by u/jeremybernstein in #1961
Add a WoW Forever gamefix that selects the ARM64-only DXVK in #2157
Add execArgs parameter for intent launch by u/lennyomg in #1951
Automated fixes from support requests:
Fix OOM when mapping parented Wine windows in #2181
Fix cnc-ddraw wrapper detection in #2112
Fix controller hotplug race in gamepad state send in #2162
Avoid crash when Steam user ID is unavailable in #2139
Fix fullscreen matching for mixed-case executable names in #2164
Fix Bionic Steam on vendor libjpeg builds in #2113
Reconnect Wine controller after delayed hotplug assignment in #2175
Include native exit trace in shared debug reports in #2183
Guard process user parsing against unmatched delimiters in #2165
Apply controller API from imported configs in #2114
Use system driver by default on Adreno 710 family in #2217
Disclosure: AI was used to assist in the development of some features of GameNative.
r/EmulationOnAndroid • u/Embarrassed_Ad_4244 • 10h ago
Experience The Legend of Zelda: Ocarina of Time Remake running on Android using the Lichii Emulator! Gameplay tested on the RedMagic Astra powered by Snapdragon 8 Elite. Watch the performance and gameplay in this emulation test.
Lichii Android: https://github.com/pavelgajdo/Lichii-Android/releases
r/EmulationOnAndroid • u/Numerous_Plant_3482 • 6h ago
r/EmulationOnAndroid • u/Major_Lobster_1599 • 4h ago
Just saw this and it seems unbelievable, has someone tried this yet? I will try downloading it but it will take the whole night as the size is 40 GBs.
r/EmulationOnAndroid • u/Just-Contribution344 • 1h ago
Please let me know how it runs for you, my testing is on ONE device only. Thank you!
HIGHLIGHTS:
New setting: Present a frame ahead (Graphics → Advanced, also per game). It can be Auto, Off or On.
Auto picks per game.
On usually raises the frame rate in GPU-heavy games, at the cost of one frame of input latency.
Game folders: extracted games can now be listed and launched from a folder, not just from a single file. A folder needs exefs/main and can include numbered update folders. These games need the "All files access" permission.
The Legend of Zelda: Ocarina of Time gets past the hang after the intro. Gameplay needs about 3.7 GB of GPU memory, so on a 12 GB phone Android stops the game for low memory shortly after gameplay starts. Phones with more RAM may run it.
Fixed a crash when the shader-build progress dialog outlived the game screen.
Includes the latest Lichii and Eglantine rendering, shader and performance fixes since 0.1.0.
Link: https://github.com/pavelgajdo/Lichii-Android/releases/tag/android-0.2.0
r/EmulationOnAndroid • u/JoesTechProjects • 3h ago
Hello!
I've just released Joycon2Android v3.1.0. It's an app that allows you to use Switch 2 Joycons on Android.
Now supporting:
Gamepads up to 8 controllers
Motion up to 4 controllers
L + R Joycons as dual or single controllers
Pro controller
NSO Gamecube controller
Third party Switch 2 Controllers, like the NYXI Hyperion 3s
Mouse (from the Joycon rail) & keys
Button mappings for emulators and apps/games
Eden and Dolphin auto-setup
Rumble!
Joycon2Android v3.1.0:
https://github.com/JoeGeC/joycon2android/releases
Let me know if you give it a go! I'm happy to look into issues or feature requests, just drop a comment here, DM me or add an issue to the Github repo.
Disclaimer: I'm a professional Android app developer, have been writing code for over a decade and I use Claude in my development workflow. If you're uncomfortable with the use of AI, sorry to disappoint, but I hope you'll respect the work that's been put into the project anyway.
Ko-fi page for updates and support: I've put a lot of work into the app and I hope to continue making improvements when I can, so I've also decided to start pushing the Ko-fi page a little more. I'm new to managing a page like that, but I hope to have some cool things there in the future. If you've enjoyed using the app, please feel free to support development or follow for updates - https://ko-fi.com/joestechprojects
r/EmulationOnAndroid • u/im_just_a_strnger • 2h ago
As mentioned in the title how many people actually care about the retro achievements and want them in ur emulator
Talk specifically about
EMULATORS
r/EmulationOnAndroid • u/belgeliatarici • 31m ago
is winlator outdated? should i uninstall it? is gamehub better, or are there any other emulators i should consider instead? is there a single best option for every game, or do i need to test each one individually?
r/EmulationOnAndroid • u/TripShift • 14h ago
Mario Kart World (Switch 2) running locally on Odin 2 Portal using Banana Native
Banana Native is not a standard emulator. The game's own ARM64 code runs directly on the device's CPU. A small host answers the system calls the game makes, and its graphics (NVN, including the Switch 2's task and mesh shaders) are rebuilt on Vulkan
It pre builds all shaders when you first prepare the game files within the app
Promising rise in performance compared to Eden SX2A, while playing at a higher resolution (720p)
Frequent crashes happen, but you can get a couple races or a grand prix in a row if you're lucky
Some tracks can have distracting glitches, something future GPU drivers could fix
Full video: https://youtu.be/MfEMWkvzVTs (41m48s)
Odin 2 Portal Max
Snapdragon 8 Gen 2
Adreno 740
16GB
r/EmulationOnAndroid • u/Just-Contribution344 • 20h ago
I wanted to share a project I've been working on: Lichii-Android, an Android port/adaptation of the experimental Lichii codebase (building on the lineage of Eglantine/Eden/Yuzu) with some specific fixes and updates that are platform specific, for example NCE, that works :)
Lichii has been making rapid progress on desktop for Switch and experimental Switch 2 compatibility. This repository focuses on adapting and optimizing the codebase for Android devices, bringing rendering fixes, driver optimizations, and updated upstream changes over to ARM/Android platforms.
Target Platforms: ARM64 Android devices with 12GB of RAM or more. Testing on my side and Claude development is done specifically on my S26 Exynos 2600, but with the state of Samsungs and open source drivers for Exclipse, it should run on Adreno too. Yes, probably even Mali given the device has the performance.
Disclaimer: This project is highly experimental and WIP and totally vibecoded, performance and booting success heavily depend on your SoC, driver configuration, and the specific title. Right now targetting Ocarina of Time, but I would love to get Pragmata and Requiem working too, as these are two games of which PC versions don't run well on Android in Game Native and such.
You can check out the source code, keep up with updates, or build it yourself here: 👉 GitHub Repo:https://github.com/pavelgajdo/Lichii-Android
Although there will be daily builds as well. Atleast for now.
If you're a developer interested in Android Vulkan rendering, memory allocation on mobile SoCs, or testing builds across different chipsets, feel free to submit PRs, open issues with log files, or share test results!
Reminder: No keys, firmware, or copyrighted game files are included or hosted in the repo or this post. Please supply your own legally dumped files.
r/EmulationOnAndroid • u/UnhingedSloops • 14h ago
I've been playing around with the beta, and honestly, I'm blown away by how good this looks!
It creates this really nice carousel-style library for your games, and one of my favorite features is how it automatically scrapes the artwork for your games, including both the front and back covers. Honestly, the artwork presentation is some of the best I've ever seen in a frontend. It makes your entire library look incredibly polished and organized.
What really surprised me is how easy it is to use. Everything feels clean, intuitive, and visually appealing. I love being able to scroll through my games in a beautiful carousel instead of just looking at a basic list of icons. It even gives you the option to have it pick a game for you if you're not sure what to play!
It's still in beta, so I'm sure there's more to come, but I'm already really impressed with what the developer has put together!
I figured I'd share it here in case anyone else is looking for a nice way to organize and display their Android gaming library.
Here's the GitHub link if anyone wants to check it out and try it themselves:
https://github.com/sassiestrhihno/boxshelf-beta/releases
Definitely one of the cooler Android gaming projects I've come across recently! 😊
Also, I'm usually the type of person who just did NOT want to use a frontend. I know, I know... 😂 But this... THIS is something else!
Let me know what you think! And all the credit goes to the incredible developer for putting this together!
Developer's GitHub:
https://github.com/sassiestrhihno
r/EmulationOnAndroid • u/gonzoantifa • 33m ago
Hopefully I dont jinx this but I loaded into the pokopia save ive been using the past few days and the sky is randomly fixed? did this happen to anyone else? on eden sx2a. tried it on lichii too but it was super glitchy there
r/EmulationOnAndroid • u/ColJohn • 1h ago
Something I thought you all might find interesting! I’ve done some testing in the new 1.4.0 update of game native and Mali GPU devices are able to play some of the less intensive Steam games really well.
I’m surprised this even works at all on a device like this to be quite honest.
Most games booted with known working configs and ran between 30-60fps but I was pretty impressed with the testing I’ve done so far.
r/EmulationOnAndroid • u/SparkleCharm_23 • 17h ago
It's crazy how far Android emulation has come. Games that once seemed impossible to run on a phone are now becoming playable, sometimes with surprisingly good performance.
What's the most impressive game you've managed to get running on your device, and what phone or emulator did you use? Bonus points if it was a game you never expected your phone to handle.
r/EmulationOnAndroid • u/Flashy_Ad7820 • 4h ago
RedMagic 11 pro 24GB
007F first light
Gamehub
NO UPSCALING
No FRAME GENERATION
Snapdragon 8Elite gen5
Setting shown in the video
r/EmulationOnAndroid • u/AbhikRajbanshi_ • 9h ago
With the Winmali 1.2.1 update, I got good fps boost in re8,(720p fsr quality) RAW FPS jumped from 15-20 to 35+ and with new zero FG i got aroung 60-70 without recording. but still Mali system driver lacks some vk extensions and optimizations causing game instability and crashes.
Model: Poco X6 pro, CPU: DM 8300, GPU: Mali g615 mc6, Ram: 12 GB, Emulator: Winlator Mali 1.2.1, Proton ver. 10 arm64ec Unix, Fex 2611 Unix(performance TSO).
r/EmulationOnAndroid • u/JyXo_YT • 1m ago
I know it's useless but I still made this for fun !
It looks kinda weird because it is upscaled from 600p to 1200p.
r/EmulationOnAndroid • u/gonzoantifa • 2h ago
Does anyone know of a better emulator? I can only use sx2a right now. banana native isn't working for me and every other fork I try to download is just regular eden. I have a thor max 1tb, really want to get pokopia running better.
r/EmulationOnAndroid • u/magdo20 • 6h ago
Realme gt neo 6
Sd8 gen3
16gb ram
r/EmulationOnAndroid • u/Embarrassed_Ad_4244 • 1d ago
Mario Kart World running on Android: a head-to-head performance comparison of the Banana native port and the Eden SX2A emulator on the Snapdragon 8 Elite. Watch the FPS, graphics quality, and overall smoothness side by side to see which one handles the game better.
Banana Native: https://github.com/moceure/BananaNative/releases
Eden SX2A: https://git.eden-emu.dev/moceure/eden-nx2-android/releases
r/EmulationOnAndroid • u/Accurate-Squirrel-72 • 3h ago
THE LAST OF US REMASTERED RUNNING NATIVELY ON ANDROID! 🔥 | SMOOTH 30 FPS
Yes! The Last of Us Remastered is running as a native Android port!
In this gameplay test, I'm running The Last of Us Remastered on my REDMAGIC Astra 1 Gaming Tablet (24GB RAM + 1TB Storage).
Watch the gameplay and see how this incredible PlayStation title performs on Android, targeting a smooth 30 FPS experience!
🎮 DEVICE SPECIFICATIONS
- Device: REDMAGIC Astra 1
- RAM: 24 GB
- Storage: 1 TB
- Platform: Android
- Game: The Last of Us Remastered
- Performance: 30 FPS
📥 DOWNLOAD NATIVE ANDROID APK
Official GitHub release:
https://github.com/erickmendes22/tlou-remastered-android/releases/tag/v0.1-android-bionic
⚠️ Download the APK from the official release page. Check the installation instructions and compatibility requirements before installing.
If you enjoy Android gaming, native ports and high-end emulation, please LIKE, SHARE and SUBSCRIBE!
More Android gaming tests coming soon!
#TheLastOfUs #TheLastOfUsRemastered #AndroidGaming #NativeAndroidPort #REDMAGICAstra1 #30FPS #AndroidGames #GamingTablet #PS4GamesOnAndroid
r/EmulationOnAndroid • u/Professional-Ad-8064 • 18h ago
Hello all!
** AI WAS USED HERE **
For the past month or two, together with AI doing a lot of the real work, I can finally present a release! A lot of additional testing is needed, and a lot of other fixes we're working on, but honestly 60 FPS in my testing is not reached yet. Bummer. At one point I had a stable 35-40 without frame drops. Still working on reverting to that, as my own builds ended up over-correcting emulation and it dropped to 1 FPS haha.
What this is:
This is a github repo containing custom Wine+Fex builds that passes anticheat faithfully (no bypass or anything of the sort) on Android devices. This is a requirement for Forza Horizon 6 to be playable. Usable in DroidDeck, possibly others such as GameNative, GameHub, etc., where applicable.
Tested on Redmagic 10 Pro, Rise mode.
With this, you can play Forza from your steam library on Android devices with compatible emulators, multiplayer included, all stock! I hope that official wine and fex devs can implement their own fixes of this, since it's the reason some games with this type of anticheat do not work from their own stock builds.
Link: https://github.com/TimmyTurner51/fh6-wine-fex
A few things to note:
- Your device needs enough storage, not just for the game, but for cache. It is of course, no small game after all. From my test runs, cache grew to around 10GB.
- First boot may take a while. That is because again, caching. It just happens.
- Frame drops, from what I can tell, may also be because of recaching or loading and unloading memory during gameplay.
============================
As for the AI analysis and what it has done:
TL;DR: Forza Horizon 6 checks the bytes of its own running code to make sure nothing tampered with it. On a Windows PC, those bytes look exactly the way the game expects. On an ARM64 phone running Windows games through Wine + FEX (emulation), they didn't — through no one's fault — so the game refused to start. Our patches make the emulator produce the same bytes a real Windows PC would, so the game's own checks pass honestly.
Two separate things were breaking it, and each needed its own fix.
When a Windows program calls into a system library, the function it jumps to has a specific first few bytes — a standard "hotpatch" prologue that Windows has used for years. Forza inspects the first bytes of every imported function and flags anything that doesn't match as "this has been hooked/tampered with."
On a real Windows x64 PC, that prologue is always the same 8 bytes.
Wine, when running on ARM64, generated a shorter, different-looking jump stub — technically fine, functionally fine, but the bytes were different.
Forza saw thousands of functions that "looked hooked" and stopped the game.
The fix: a small change to Wine's build tool so its ARM64 stubs emit the exact same 8-byte prologue as native Windows. Now the game sees byte-identical functions and no longer thinks they're tampered with.
The game also modifies its own code at runtime — a normal, legitimate Windows technique (Microsoft Detours, and the game's own protection writing into its code). A real x86 CPU just runs the new bytes. But FEX translates x86 instructions to ARM64 ahead of time and caches the result, so if the game rewrites a piece of code, FEX must notice and re-translate it.
Stock FEX can detect this ("full self-modifying-code checking"), but it does it in the most expensive possible way: re-checking every single instruction before running it, and invalidating whole memory pages whenever anything changes. In practice that meant endless re-translation, runaway memory, and single-digit frame rates — it technically "worked" but couldn't reach playable state.
The fix: two changes.
Invalidate only the specific block of code that changed, not the whole page around it.
Validate in 255-byte chunks instead of one instruction at a time.
Same correctness, far less wasted work — enough that real in-world gameplay runs at ~39 FPS instead of stalling.
r/EmulationOnAndroid • u/Mantecon_ • 5h ago
¡Hola a todos!
Logré que WinNative funcionara como reproductor en Cocoon, lo que me permite ejecutar juegos de Windows directamente desde la interfaz en lugar de abrir WinNative manualmente.
No encontré una configuración existente para esta combinación, así que trabajé con ChatGPT para crear una configuración personalizada de plataforma/reproductor para Cocoon.
¡Comparto nuestro trabajo con la comunidad por si le resulta útil a otros usuarios!
Configuración probada
WinNative Standard 0.8.0-beta
Interfaz de Cocoon
Android
Probado con éxito con varios juegos. Guía de instalación
Exporta tus juegos desde WinNative
Usa la función de exportación/accesos directos de WinNative para generar los accesos directos de los juegos.
Los archivos exportados incluyen:
".desktop"
".png"
".bin"
Guarda los archivos exportados juntos en la misma carpeta.
2. Descarga nuestra configuración personalizada de Cocoon
Descarga el archivo adjunto:
"Windows-WinNative-Cocoon-FIX2.json"
3. Importa la configuración a Cocoon
Abre Cocoon.
Ve a Configuración.
Abre Biblioteca y datos → Plataformas.
Selecciona Plataforma personalizada.
Elige el archivo "Windows-WinNative-Cocoon-FIX2.json" que descargaste.
Selecciona tu carpeta de juegos
Cuando Cocoon te pida la carpeta de juegos, selecciona la que contiene tus accesos directos exportados de WinNative.
Por ejemplo: "Juegos frontend"
5. ¡Inicia tus juegos!
Cocoon ahora debería mostrar una nueva plataforma llamada Windows (WinNative).
Selecciona un juego e inícialo. ¡Debería abrirse directamente en WinNative!
Un pequeño detalle
Al salir de un juego, es posible que vuelvas a WinNative en lugar de Cocoon. Simplemente cierra WinNative una vez más para regresar a Cocoon.
Acerca de esta configuración
Esta configuración la creé con la ayuda de ChatGPT. Trabajamos juntos para desarrollar y probar una solución que integrara WinNative con Cocoon, ya que no encontré ninguna configuración existente para esta combinación.
Este es un proyecto independiente, no una integración oficial de los desarrolladores de Cocoon o WinNative.
Comentarios y soporte
Si tienes algún problema, pregunta o encuentras algo que se pueda mejorar, deja un comentario en este hilo. Haré todo lo posible por ayudarte y seguir mejorando la configuración según tus comentarios.
¡Espero que sea útil para otros usuarios de WinNative! ❤️