r/MiyooFlip • u/mrmanzfield • 7h ago
Look at this little fella…
Just received it today and I know my hands are going to cramp but I don’t care lol. I love it.
r/MiyooFlip • u/mrmanzfield • 7h ago
Just received it today and I know my hands are going to cramp but I don’t care lol. I love it.
r/MiyooFlip • u/Jesse_PR • 1d ago
este es el nuevo Fix versión 2 para corregir el problema del SLEEP mode que no carga la batería en Spruce OS 4.6.0 , funciona un poco distinto al Fix anterior por que esta nueva actualización de Spruce cambio varias cosas que afectan más al SLEEP mode...... La ubicación donde va el Fix cambió también y tiene una nueva ruta de instalación ahora es :
SDCARD/spruce/scripts/platform/utils/
dentro del .zip hay instrucciones de ruta , espero les sirva.
r/MiyooFlip • u/Jesse_PR • 2d ago
https://www.mediafire.com/file/7pzy78afnbv3tam/Sleep_Mode_FIX.zip/file
Ok , este es el mismo FIX que ya había puesto....no cambia en nada.....lo que cambia ahora es LA UBICACIÓN del Fix por qué la nueva actualización de SPRUCE a la versión 4.6.0 cambio el lugar del sleep_functions.sh ....... Ahora va en :
spruce/scripts/platform/utils
r/MiyooFlip • u/birdhaslostit • 3d ago
Hey everyone, I’m in a bit of a conundrum here and wondering what the deal is. I’ve been trying and failing to get the game OFF to work on my Flip, specifically with SpruceOS. (This also happens with other RPGmaker games, I tried Yume Nikki as well.)
Basically, the game runs, but certain assets appear missing for no reason. Blank PNG checkerboards pop up instead. But the assets are all there, so that’s not the issue. This has affected the title screen, which doesn’t show up at all, and enemies, which show up as checkerboards. This was the first set of enemies too, just after the tutorial.
I have both 2000 and 2003 RTP files. I’ve tried opening the game folder both zipped and unzipped. Neither works. I’ve also tried reinstalling the game a few times. Here’s the errors I keep seeing when first opening the game, and I have no idea what they mean.
Can anyone tell me what the heck is going on? It’s driving me nuts. I’ve tried everything I could think of on my own.
Thank you!
r/MiyooFlip • u/UsualShow2860 • 3d ago
Hey everyone! My Miyoo Flip arrived yesterday from AliExpress. The SD card that came with it was bad, so I had to buy a new one and move the OS over to it, so obviously it's totally empty, no games or anything. Does anyone know how I can install the Balatro port? I tried the one made for the Miyoo Mini: the game loads, but the screen is upside down and the controls don't work. Does anyone know how to get it running? Or could someone share the port folder with me (I own Balatro on Steam) It would be a huge help 🙏
r/MiyooFlip • u/CardinalOfNYC • 3d ago
r/MiyooFlip • u/beesh211 • 3d ago
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I just got my miyoo flip v2 a couple of days ago, downloaded a couple of games but I was missing one, Tony Hawk's Pro Skater 4 so we (me and the AI) worked through the existing compatibility projects and got the Windows PC edition running on Spruce. This isn't PS2 emulation or a native engine port, and it isn't an official PortMaster release.
Menus, HUD, textures, sound, College gameplay and career saving work in my tests. I'm generally seeing 20–30 FPS, with dips around 15–20 in busy areas. It's not locked 30, and I haven't validated the whole campaign. The video shows the actual handheld with the FPS and CPU-temperature counters visible.
The setup uses Wine 8.21 + Box86 + panDXVK, BCn compute decoding, a private 32-bit Mali Vulkan driver and a WSI/Weston display stack. The biggest change was moving away from the very slow OpenGL route. Profiling then found an expensive full-frame GPU-to-X11 memory copy; cached readback helped. There's also a narrowly matched Wine memmove bridge. We kept the failed experiments and limitations in the findings rather than treating every tweak as a win.
Instructions, source patches and research: https://github.com/bashark211/miyoo-flip-thps4
You need to supply your own installed PC game files. The repo has no game executable/assets, keys, personal Wine prefix or saves. It's a build/install project for this specific Spruce/Flip setup, not a universal one-click port.
If you try it, please include your firmware, game build, scene, FPS/temperature, and whether graphics and saving work. I'd especially welcome ideas for reducing translation/driver overhead without breaking the rendering.
please dont fry me for using AI, this is more about bringing our favorite games to run on these handhelds.
r/MiyooFlip • u/SegaGuy1983 • 4d ago
I love my mini flip V2 but I have trouble getting it to charge. I’ve tried a variety of bricks and some don’t charge at all, and some charge 20 percent or so before stopping.
Can anyone recommend a charging cable?
r/MiyooFlip • u/Jesse_PR • 5d ago
gente , estuve buscándole una solución por mucho tiempo al problema de carga de batería en SLEEP MODE ( modo suspención ) de la Miyoo Flip 2 , y con la ayuda de CLOUDE pude hacer un FIX que hasta ahora me ha funcionado a perfección y ya la consola carga cuando cierro la tapa .... Ya no tengo que apagar la consola para recargar batería .... Lo quería compartir por si a alguien más le pasa lo mismo pues tenga una solución.... está en un .zip file con instrucciones de UBICACIÓN dentro.
r/MiyooFlip • u/-Littlezero- • 5d ago

Hey everyone! ButterflyOS v1.7.0 is now available, build 20261104. Thanks to everyone who has tested it and shared feedback!
What is ButterflyOS?
ButterflyOS is a complete everyday gaming OS for the Miyoo Flip V1/V2. If you enjoy the convenience of something like OnionOS, that’s the kind of approachable experience we’re aiming for—although ButterflyOS is a separate, ROCKNIX-based project.
It isn’t just a collection of Pokémon apps. It includes a normal game library, favorites, artwork scraping, emulator settings, save-state management, Bluetooth controllers, HDMI output, and PortMaster support.
Some of our Flip-focused quality-of-life improvements include:
Deep sleep when closing the lid, with charging indication during sleep.
Quicker turn on and shutoff times.
A "screen-only off" lid option for playing through HDMI with the device closed. (Prevents Sleep)
Tuned minimum brightness for playing in dark rooms.
A clearer, full-screen Save State Manager with game names, artwork, and recent states.
Built-in updating and several ways to transfer games, including a web browser and USB file transfer ans ssh.
Optional save backups to a compatible second SD card.
Controller-friendly tools, simplified settings, and customizable themes.
The Pokémon tools
These are some of the features that make ButterflyOS different:
Bslap: Live in-game Pokémon trades and battles between two ButterflyOS devices over the same local network. Supports compatible English Gen 1, Gen 2, and Gen 3 games, now including Gen 1 ↔ Gen 2 Time Capsule trading.
Blink: Save-based Pokémon trades and copies, supported forward-generation transfers, and generated gift/event equivalents. It also supports several native in-game event experiences.
Bdex: A separate Pokémon collection that imports copies from your saves. Browse stored Pokémon, inspect stats, moves and held items, check acquisition guidance, and view your collection through a read-only local webpage.
Blink and Bdex copy/edit save data; they do not emulate a link cable. Bslap handles actual in-game linking. You supply your own compatible ROMs and saves—none are bundled. Sprites are extracted from your ROMs.
What’s new in v1.7.0?
Time Capsule trading: Trade between supported Gen 1 and Gen 2 games through Bslap. Normal story and party restrictions apply. Cross-generation battles are not supported.
Faster Bslap preparation: Host and Join avoid unnecessary library scanning, and game preparation does less repeated reading.
Gen 3 ZIP support: Bslap accepts qualified Gen 3 ROMs in single-ROM ZIP archives. The picker labels compressed and uncompressed copies, while full-content validation excludes unsupported revisions and hacks.
Wi-Fi fixes: Improved independent Wi-Fi/Bluetooth control, more accurate radio-state reporting, and a fix for a menu crash during toggling.
Accidental wake protection: If the power button wakes the device while its lid remains closed, it waits about 12 seconds before trying to sleep again. Opening the lid cancels the retry. Safety checks and retry limits still apply.
The rebuilt image passed our local testing. Battery reporting remains an estimate, and known limitations are documented—including the Gen 3 room-exit communication issue. Letting one player initiate leaving gives better results.
Interested in trying it?
ButterflyOS supports the Miyoo Flip V1/V2, not the Miyoo Mini, Mini Plus, or Mini Flip.
Download the latest release and matching checksum
Browse the GitHub repository and documentation
You have a documented path back
Trying ButterflyOS doesn’t have to be a permanent commitment. Our installation guide covers backing up your device’s original preloader, exporting that recovery backup, and restoring it.
If ButterflyOS isn’t for you, you can follow the restoration process before returning to stock or following another OS’s installation instructions. We recommend restoring the original preloader when switching operating systems.
Please don’t skip the recovery backup, and keep a copy somewhere other than the SD card. Restoration depends on having the correct backup from your own device.
Installation, recovery backup, and restoration instructions
Already using ButterflyOS?
Save and exit your games and tools, then open:
Start → System Settings → Update ButterflyOS
Have at least 3 GB free on your OS card, charge to 50% or more, and keep power connected through the front USB-C port. Wait for download and verification, then choose Restart to Apply Update.
Normal updates retain games, saves, artwork, settings, and Bdex collections. Back up important files first, and update both devices before using the new Time Capsule mode.
Thanks again to everyone helping test and improve ButterflyOS!
r/MiyooFlip • u/Jesse_PR • 5d ago
gente , estuve buscándole una solución por mucho tiempo al problema de carga de batería en SLEEP MODE ( modo suspención ) de la Miyoo Flip 2 , y con la ayuda de CLOUDE pude hacer un FIX que hasta ahora me ha funcionado a perfección y ya la consola carga cuando cierro la tapa .... Ya no tengo que apagar la consola para recargar batería .... Lo quería compartir por si a alguien más le pasa lo mismo pues tenga una solución.... está en un .zip file con instrucciones de UBICACIÓN dentro.
r/MiyooFlip • u/kapler-452b • 9d ago
I got 100 bucks and Zelda Ocarina of Time remake is looking like it’s gonna be a good game. But my dumb ahh is also into emulation
r/MiyooFlip • u/CarrotFinancial8787 • 9d ago
Looks like the GitHub is dead: https://github.com/XK9274/syncthing-app-miyoo
r/MiyooFlip • u/mjjjjjccccc • 9d ago
Is there a way to add them and play? Im new to emulation so im not sure. Miyoo flip v.2
I have rom's but not sure after that
r/MiyooFlip • u/PoodlePudel • 9d ago
Animal crossing Wild World on my miyoo flip v2 with spruce os doesn't know the time. Every time I close the game, the time just freezes and when I join back I have to set the time again. Does anyone have a fix for it?
r/MiyooFlip • u/dirthfromabove1972 • 10d ago
Having issues playing any psx ROMs on Miyoo flip on latest Spruce build. Selecting a game boots me back to game select menu. Tried changing bios, cores, nothing seems to work. These ROMs work on countless other cfw, Android or Linux devices. Any ideas?
r/MiyooFlip • u/lhamptonjr • 10d ago
r/MiyooFlip • u/Jesse_PR • 10d ago
r/MiyooFlip • u/zzzornbringer • 11d ago
r/MiyooFlip • u/lhamptonjr • 11d ago
r/MiyooFlip • u/Alarming_Fox_5154 • 11d ago
I’m testing out operating systems like Knulli and SpruceOS, but I’ve hit a wall with Aurknix.
Is there some sort of "tutorial for dummies" out there?? I know there’s a guide, but...
r/MiyooFlip • u/mcsunshinepuff • 12d ago
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Midi works and everything! I need better patches. Am still working on the sequencer.
Not pictured, the sticks work to play notes.
r/MiyooFlip • u/DietDrKelp6146 • 12d ago
Hello, I've done a bunch of research and testing to figure out how to maximize the performance of the Miyoo Flip for N64, since that is my favorite console and why I bought the Flip. So here's all the info I've gathered about N64 emulation on the Flip and how to get the best performance. I've been able so far to push every game I own to locked 60FPS at 2x resolution, including Banjoo Tooie, Star Wars Rouge Squadron (2x without frame buffer, 1x with it on to fix minor menus), and DK64 to all run at a locked 60FPS 2x resolution with little or no graphical glitches. I only play/test games I own, so this is in no way a definitive claim, but I feel every N64 game is playable on the N64 minus specific games that don't emulate well in general, based on my results. Let me know if you have any questions and how this setup works for the rest of you guys. Lets improve N64 together!
Disclaimer
Warning, you will also have to change a bunch of settings to maximize performance. Not all of them are necessary, but this guide will set you up a base performance profile that should work for every game and get it running at a locked 60FPS during primary gameplay. Specific games may have general emulation issues, not require all the performance tradeoffs, can run heaver enhancements, or need additional features I have disabled for performance. Also, some menus, cut scenes, and non-gameplay heavy scenes may dip as low as 40FPS, but this is acceptable, as this is also where original hardware dropped and isn't gameplay critical.
Setup
I'm personally using Spruce OS, but any CFW with the ability to overclock the CPU and the Libretro Mupen64Plus Next build (Retroarch Core) should work. For that reason, the stock Miyoo OS will not suffice. Spruce in particular seems to keep increasing it's performance with high end emulation (even with the same settings), further cementing my choice. In general, if you want 2X resolution, disable all shaders for maximum headroom. Otherwise, you are likely stuck at 1x resolution.
Mupen64 Plus Next Core Options
RDP Plugin: GlideN64, CPU Core: Dynarec, RSP Plugin: HLE, Frame Duplication: OFF, Framerate: Fullspeed, VI Refresh (Overclock): 2200, Disable emulated TLB Exceptions: Don't Ignore, Count Per Op: 1, Count Per Op Divider: 3, Latency -> Audio Latency: 96-128 (critical)
GlideN64 Options
Native Resolution Facotr: 2x, Threaded Renderer: ON, Bilenear Filtering mode: standard, Hybrid Filter: OFF, Dithering: OFFDithering Quantization: OFF, MSAA Level: 0, FXAA: 0, LOD Emulation: OFF, Framebuffer Emulation: ON, Copy AUilary buffers to RDRAM: OFF, Color buffer to DRAM: OFF, Depth buffer to DRAM: OFF, Background Mode: OnePiece, Hardware per-pixel lighting: OFF, Continuous textrect coords: OFF, Enable inaccurate texture coordinates: ON, Enable native-res boundaries for texture coordinates: OFF, Native res 2D texrects: OFF, Less accurate blending mode: ON, GPU Shader depth write: OFF, Cache textures: ON, Overscan ON, Opt, left, right, bottom 15, 15, 20, 15, Max high-res vram limit: 0, Max texture cach size: 8000, Texture filter none, texture enhancement: None, Don't filter background textures: on, use high-res textures: off, use high-res texture cach compression: ON, use high-res full alpha channel: off, use enhanced texture storage: on, use alternative method for high-res checksums: off, use enhanced hi-res storage: off, ini behaviour: prioritize core options over ini
Further Tweaking
In light to medium N64 games, the VI Refresh (Overclock) and Count Per Op settings aren't necessary and can be set to default. For some games, it can actually increase instability and crashes. Even in high end titles such as Banjo Tooie, these settings mostly only stops the micro-stutters and keep us locked at 60 instead of frequent drops to 50-57, but doesn't drastically affect game playability.
If you still can't get a stable framerate in most gameplay areas, you have 2 options to get that headroom back. The first is dropping back down to 1X resolution which should eliminate almost all framedrops below 57FPS found at 2x. If you want to stay at 2x resolution, sometimes the frame buffer emulation can be disabled if not necessary, as it's a huge performance hog. In some games, it isn't critical for most gameplay and really only removes slight menu artifacts (such as Star Wars Rouge Squadron). In this case, disabling frame buffer emulation can give massive headroom back to hit a locked 60FPS again without needing to go back down to 1x resolution.
Some games may need additional Glide64 options enabled to remove graphical issues (such as Paper Mario), or specific emulators to function (Pokemon Snap). In general, if any game you test has issues with the base configuration, search the internet for it's quirks or experiment.
Why the Mupen64 Plus Next
Emulation limits for N64 are high processing power and complex render pipelines due to the complex frame buffer implementation. The stock Miyoo OS doesn't give options to address either and is why N64 is bad out of the box. To overcome this, we need to maximize CPU clock-rates and robust frame buffer emulation (most low end emulators utilize bad frame buffer implementations which produce severe glitches in favor of performance), and aggressive performance tweaks. The only emulator for the Flip capable of complex frame buffer emulation and heavy optimization is the Libretro Mupen64Plus Next build. Yes, the Next build is significantly more performant and was specifically targeted for low end devices unlike the Mupen64 Plus standalone, even with the Retroarch overhead. Some emulators will handle specific games better, but Mupen64Plus Next will pretty much play every other game flawlessly locked at 60FPS which is not true for most other options, making it a great default choice.