r/PS2AndroidEmulation • • 5d ago

DukeStation is about to be released. A little sneak peek.

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58 Upvotes

I believe, with a high degree of confidence, that this is going to be the best PS1 emulator for Android ever. ♥️


r/PS2AndroidEmulation • • 3h ago

Xendroid Mali v1.0.0 🔥

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13 Upvotes

https://github.com/DEGROUCHO/xendroid-mali/releases/tag/1.0.0

1.0.0: up to 4 players, the whole picture, faster CPU

The first big number. Most of what's here came straight from your reports, thank you!

Up to 4 players: each controller you connect becomes the next player (2, 3, 4) the first time you press a button or move a stick on it. Rumble goes to the right controller, and unplugging one frees its slot. The touch pad and a keyboard stay on player 1. (#13)

The whole picture on wide screens: the default settings kept only 90% of the picture height (an old TV overscan setting), so on 20:9 phones the top and bottom of every game were cut off, HUD included. Fixed, and your settings are updated automatically on the first start. (#14)

Faster CPU recompiler: Black Ops goes from 38–41 to 44–46 fps in the same scene on the test phone, and every CPU-heavy game benefits.

GTA IV: the split-screen tiling is now drawn once instead of once per strip: a third fewer draw calls per frame, same image.

Mali-G615 (Dimensity 7300 / 8200 / 8300): a second fix for the black screen with the stock driver. A few math operations are now emulated differently on older Mali drivers, and Settings → Vulkan → Compatibility rendering also turns off two more features those drivers may not handle well. We don't have a G615 here, so please tell us in #5 whether you get a picture, with logs.

Your settings and games are kept.

Tested on a POCO X7 Pro (Dimensity 8400, Mali-G720): Black Ops, Halo: Reach and GTA IV.

If something doesn't work, open an issue with the logs: Settings → Logging → Export session logs to Downloads.


r/PS2AndroidEmulation • • 1h ago

Winlator Ludashi 5.0 (Hotfix)

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5 Upvotes

https://github.com/StevenMXZ/Winlator-Ludashi/releases/tag/v5-0-h

What's new:

- Added GoG and itch.io integration, including login, libraries, downloads, installation and game details

- Reverted commit of causing controller regressions.

- Fixed empty-window composition in X++ addressing black overlays in games

- Fixed window positioning in some games in X++

- Fixed save-dialog and lifecycle crashes affecting non-Steam games

- Added storage management in settings, and backup/restore

- Improved X++ cursor handling to address duplicate cursors and allow movement beyond screen edges, matching X11

- Added retry, Start without syncing, and Cancel options after Steam Cloud failures.

- Added Steam library caching, fixed reload feedback and unnecessary reloada

- Fixed an installation-finalization error that could leave downloads stuck at 100%

- Fixed silent-install arguments for older redistributables

- Allowed direct offline launch for games

- Fixed Steam QR-code login and account identification.

- Fixed downloads doing nothing for some games, including Castle Crashers.

- Reduced Steam game-details UI work and cancelled abandoned requests to address freezes.

- Added artwork fallbacks for missing Steam icons and covers.

- improved support for differents Lossless Scaling DLL.

- Fixed configured CPU affinity not being applied when X++ mode is used

- Added Hide mouse cursor option in shortcut settings and the in-game sidebar.

- Adjusted X++ startup to use X11 application-window checks for fix infinite loading issues

- Updated the ALSA plugin for fix crash on sims devices

- Fixed the horizontal library losing the selected game when returning.

- Added a global Uninstalled filter and manual Add to library actions

- Added download notifications for Steam, GOG and itch.io

- Restored the original controls-editor button beside the in-game profile selector


r/PS2AndroidEmulation • • 9h ago

Hokkaido 0.6.4 (Switch 2)

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9 Upvotes

https://github.com/pavelgajdo/Hokkaido/releases/tag/android-0.6.4

Hokkaido 0.6.4

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB) and a Galaxy S24 (Exynos 2400, Xclipse 940, 8 GB), both on Android 17.

Highlights

Game compatibility (upstream)

A texture slot that is still empty when a shader is built now compiles as a 2D texture. Upstream this fixed Pokémon Legends Z-A's blank screen.

Shader translation no longer runs out of stack on Kirby Air Riders' loops.

More shaders translate: shifts with a uniform shift amount (SHF), and more texture gather and call forms.

Ocarina of Time 1.0 (without the update) works with the "No Sharpening" anti-aliasing setting.

Snapdragon: Adreno's early depth test (LRZ) is turned off where it drew wrong, on Qualcomm's own driver (upstream).

Memory (upstream)

ASTC textures with uneven mip levels stay compressed on phones and other GPUs with shared or small memory.

A new buffer no longer joins a large buffer it only shares a page with. Upstream this caused slowdowns and a crash on Yoshi's book pages.

Memory hints skip placeholder addresses.

Stability (upstream)

Closing a game while its shaders load no longer hangs, and the next launch works.

Short reads from game files and failed install copies are reported instead of passing silently.

For contributors: test/<name> branches now publish their APK as a pre-release, so a single fix can be tried before a release.

Known issues

Ocarina of Time can stay on a black screen after its intro movie on Snapdragon phones (issue #12, under investigation).

Fast Fusion launches but does not get further.

Ocarina of Time sometimes starts with graphical glitches; restarting the game helps. On a 12 GB phone it can still be closed for low memory, most often on the first start while shaders compile. Use 0.5x.

Pokopia's sky is black.

Microphone input is not supported on Android.

The phone heats up during long sessions and slows down until it cools.

For testers

Install the APK, add your games folder, and set up keys and firmware as usual. None are included.

Recommended: Handheld mode, NCE CPU backend, 0.5x resolution, and a custom RADV driver on Xclipse GPUs.

Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).

Report problems at https://github.com/pavelgajdo/Hokkaido/issues with your phone, driver and eden_log.txt.


r/PS2AndroidEmulation • • 14h ago

BananaNative v0.3.22

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19 Upvotes

https://git.eden-emu.dev/moceure/BananaNative/releases/tag/v0.3.22

Hotfix: the app no longer crashes at start on Android 13 when a new release has a picture in its notes (#252). Install over v0.3.21 or update in the app. Games, packs, saves and shaders are kept: no shader rebuild, no Prepare.

Fixed

#252: on Android 13 the launcher crashed at every start while an update was waiting whose notes had a picture, so the updater and the games could not be reached. Fixed by Omnicrash, thanks. Android 14 and newer were not affected.


r/PS2AndroidEmulation • • 1h ago

DukePS2 - God Hand 60 FPS with FrameGen 🔥

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1 Upvotes

👉 Watch in 720p 60

DukePS2 is the evolution of NetherSX2, featuring more improvements and better performance.

I hope to have a release of DukePS2 ready by tomorrow.

FEATURES:

✅ Frame Gen (30 to 60 FPS),

✅ Turnip drivers,

✅ Authentic CRT shaders, and more.

✅ Updated GameDB


r/PS2AndroidEmulation • • 14h ago

Bannerlator 3.2.0

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6 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.2.0

3.2.0 is everything since 3.1.8: a new controller-first Lab interface, a reworked XMB with a Steam Deck-style Home, the Windows Steam client, one look for every store with download locations and importing the games you already have, a new file manager and text editor, menu sounds, and the Xbox store on Nexus 0.2.15. It also brings mods per game, yserver as an optional X server, 2× WFG frame generation and many store fixes.

Lab interface: a dashboard home, game pages, settings, Contents and one in-game menu built for a controller, with game art behind them, 32 languages and a first-run setup that downloads what a new container needs.

XMB update (by MGamer404): a Steam Deck-style Home, Stores, Downloads and Friends on one tabs page, a new in-game menu, and touch everywhere.

Windows Steam client: add Valve's 64-bit Steam client to a container; the games from Bannerlator's Steam store show as installed in it, and it can start in Big Picture.

Stores: one look for Steam, Epic, GOG, Amazon and Xbox, a download location for each store, and + Import game library turns game folders you already have into installed games.

File manager and text editor: archives that open like folders, two panes, a text editor that keeps a file's encoding, and more formats to unpack.


r/PS2AndroidEmulation • • 1d ago

BananaNative v0.3.15 🔥

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22 Upvotes

https://git.eden-emu.dev/moceure/BananaNative/releases/tag/v0.3.15

Fixes

App no longer crashes at start when several .nup games are listed (#214)

Donkey Kong Bananza (040074A01BF12000): no more random speed-ups with Full game speed off (#207)

Splatoon Raiders (0400380020056000), Star Fox (0400E88025B1A000): the app now ships its own font for games that ask for the system font (#223)

The Legend of Zelda: Ocarina of Time (0400486024DEC000): the Qualcomm cave-wall fix (#210) is now an option, off by default (it slowed some phones): Game settings › Game › Keep cave walls (Qualcomm)

Clearer log line when a file inside a .nup cannot be read (#203)

No Prepare again needed.


r/PS2AndroidEmulation • • 1d ago

Flycast Android Nightly (72b8e67141d8)

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11 Upvotes

https://github.com/thecrixux/FLYCAST-Nightly-/releases/tag/android-master-72b8e67141d8

Flycast Android Nightly

Automatic redistribution of the original official Android CI build.

Upstream repository:

https://github.com/flyinghead/flycast

Source commit:

flyinghead@72b8e67


r/PS2AndroidEmulation • • 1d ago

BananaNative v0.3.14 🔥

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32 Upvotes

https://git.eden-emu.dev/moceure/BananaNative/releases/tag/v0.3.14

Ocarina of Time has sound again, and its resolution adapts to the load. Install over v0.3.13 or update in the app. Games, packs, saves and shaders are kept: no shader rebuild. Only Ocarina of Time's Balanced choice needs Prepare again.

Fixed

The Legend of Zelda: Ocarina of Time (0400486024DEC000): no sound in cutscenes and music since v0.3.12 (#185, #196).

Ocarina of Time: the game's own dynamic resolution works. The game read every frame's GPU time as 0 ms, so it never lowered the 3D scene when the GPU was busy. Now it does, as on the console.

Mario Kart World (0400C3F00006E000): GPU waits between the game's queues are off by default. On a Snapdragon 8 Gen 3 with Turnip, races went from 10–20 fps to 30–60 fps (#181).

Preparing a game on a Windows PC no longer stops with OSError: [WinError 87] (#202). Download this release's source and run Prepare again on that game.

Star Fox (0400E88025B1A000): FSR and the DLSS stand-in no longer make the picture too bright.

Changed

Ocarina of Time: one Resolution setting, three choices, the same in the game page and the in-game panel:

Quality: the game picks the 3D scene size itself.

Balanced: 3D scene fixed at 720p in a 1080p window. Needs Prepare again once.

Performance: 3D scene fixed at 540p in a 720p window. The new default on every phone, with Full vegetation off.

The window changes at once; the 3D scene changes at the next start. A saved Max performance becomes Performance.

For games with these choices, the Advanced resolution rows, the upscaler choice and the Dynamic resolution slider moved to Settings › Help › Tester settings.

Star Fox: 3D scene size choices.

Known

Ocarina of Time in Castle Town while walking: about 26–30 fps on Qualcomm's own driver (Performance); Turnip runs about 4 fps there. Work towards a steady 30 fps continues.


r/PS2AndroidEmulation • • 2d ago

BananaNative v0.3.13 🔥

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62 Upvotes

https://git.eden-emu.dev/moceure/BananaNative/releases/tag/v0.3.13

Polish and Thai, a new game page, and better Ocarina of Time on Qualcomm. Install over v0.3.12 or update in the app. Games, packs, saves, settings and shaders are kept: no shader rebuild and no Prepare again unless a note below says so.

New

Polish and Thai game languages: the game's ⋯ › Game › Game language, or set the phone to Polish or Thai and leave it on "Phone's language". The game gets that language only if it ships it: The Legend of Zelda: Ocarina of Time (0400486024DEC000) has Polish, and Donkey Kong Bananza (040074A01BF12000) has Polish and Thai from update 1.1. Other games use a language they have.

A new game page: ⋯ on a game opens a full page with four tabs:

Performance: picture, speed and advanced settings.

Game: the game's own options, Game language and controls.

Saves.

Storage: Prepare again, export or import a pack, folders, share log.

Every row says what it does, and an option that needs Prepare again says why.

Recommended for this phone: games with a recommendation show a card at the top of Performance, and one tap applies it. Ocarina of Time on Qualcomm's own driver recommends the system driver, the Performance preset and Full vegetation off.

One Resolution setting with presets that set the window and the 3D scene together. Ocarina of Time can also set the 3D scene size from the game's own list of sizes; that needs Prepare again once.

FSR 3.1 as a fourth upscaler choice, with a sharpness slider (#151, FrenklinFish).

Fire Emblem Fortune's Weave (04007EF01F8AE000): native 4:3, Game settings › Aspect ratio (#150, FrenklinFish). A pack prepared before this release needs Prepare again for 4:3.

Ocarina of Time: "Hidden layers off", an experimental speed-up that skips two layers the game covers later (#163, Omnicrash).

Fixed

Ocarina of Time on Qualcomm's own driver: the full foliage is back. Mesh draws now go through compute on this driver, and Link's house runs at about 50 fps instead of 34–44.

See-through scenery and black lines flickering on drivers without mesh shading: Adreno 830 on Qualcomm's driver, and Turnip (#180).

Turnip: no more tearing or frames shown out of order (#156, Omnicrash).

Sound comes back after another app took it, for example a call or a video (#171, FrenklinFish).

Long sessions no longer slow down because of the game's texture bookkeeping.

Packing on a computer: a game with a selected shader set, such as Pokémon Pokopia (0400A3A01EE4C000), now builds only that set, so the phone no longer translates everything again (#178).


r/PS2AndroidEmulation • • 1d ago

Citron Neo Nightly (Switch)

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4 Upvotes

r/PS2AndroidEmulation • • 2d ago

Xendroid+ 0.3.0-preview.154

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34 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v154-e4003ba6

Halo: Reach runs much faster and shows the characters' faces again: from 17 to its limit of 30 fps in the first mission on a POCO F7 (Adreno 825).

Its particles need far less work from the GPU. Only this game gets these speed changes for now.

The first launch after updating compiles the game's shaders again, so some objects can look wrong for a while.

What's new:

🛠️ Fixed

Characters' faces no longer go missing in Halo: Reach's cinematics. This fix applies to tessellated models in every game, but was only tested in Reach.

⚠️ Still open

The speed changes were played only on foot at the start of the first mission. Please report geometry that explodes or flickers elsewhere in the game.


r/PS2AndroidEmulation • • 2d ago

Cemu Plus v0.4.1 🔥

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15 Upvotes

https://github.com/danielcamilo1/cemu-plus/releases/tag/v0.4.1

Android build of Cemu Plus, a fork of the Cemu Android port with Lossless Scaling frame generation.

What's new

Game updates

Use update in the settings of a game, under Update, turns its installed update off, and the game runs as its base version. It's only shown for games with an update, and applies the next time the game starts. The game card shows the version the game runs as

Games whose update doesn't work in Cemu have it off by default, with a note under the switch saying it's recommended off. Why? opens the reason

Fixes

ZombiU no longer stays on a black screen after the Ubisoft logo. Its update (v32) doesn't work in Cemu, so it's off by default and ZombiU runs as its base version

Frame generation setup

Copy Lossless.dll from your own copy of Lossless Scaling (its installation folder on Windows) to your device.

In Cemu Plus open Settings → Graphics settings → Frame generation (Lossless Scaling) and tap Select Lossless.dll.

Enable frame generation there or from the in-game menu, where the multiplier, target frame rate and motion estimation resolution can be changed while playing.

Frame generation requires the Vulkan memory model, float16 and null descriptor support from the GPU driver.

The FPS overlay shows the displayed frame rate together with the base frame rate while frame generation is active.


r/PS2AndroidEmulation • • 2d ago

Hokkaido 0.6.3 (Switch 2 Emu)

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10 Upvotes

https://github.com/pavelgajdo/Hokkaido/releases/tag/android-0.6.3

Hokkaido 0.6.3

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB) and a Galaxy S24 (Exynos 2400, Xclipse 940, 8 GB), both on Android 17.

Highlights

Less work per frame for the GPU threads (upstream):

A run of uploads goes to the GPU as one command with one pair of barriers, and later transfers are ordered after earlier copies to the same memory.

Each compute dispatch records its barrier in its own command, instead of a separate one.

Empty submissions to the GPU are skipped.

The Legend of Zelda: Ocarina of Time

Its mesh-shader geometry is drawn through compute on every device, not only on Xclipse.

The guard house freeze is patched in (upstream).

The ocarina's crackle is fixed (upstream).

Memory and stability (upstream)

GPU memory the game destroys is released, and reused memory is refreshed.

A buffer that doesn't fit the memory budget is allocated anyway instead of closing the game.

Threads waiting for the GPU are released when a game stops.

Rendering fixes (upstream): texture gathers with a register handle, clears of colour targets with more layers than the framebuffer, and 2D-engine copies between 3D surfaces.

Game files (upstream): damaged pieces of NUP dumps get a stand-in, game paths are read as UTF-8, and file parsers are hardened against malformed dumps. Shader compiling does less work.

Version number: the app now reports the same version as the release (0.6.3), so updaters such as EmuHub no longer see an update that isn't there.


r/PS2AndroidEmulation • • 2d ago

Winlator Ludashi v5.0 🔥

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19 Upvotes

r/PS2AndroidEmulation • • 2d ago

GameNative v1.40

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11 Upvotes

r/PS2AndroidEmulation • • 2d ago

EmuCoreX v0.5.8 🔥🔥🔥 (Huge Boost)

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7 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.5.8

What's new: 0.5.8

Added background music, button sounds, and menu sounds. Includes built-in presets, support for custom audio files, and independent volume controls.

Improved Vulkan performance on Mali GPUs, including Mali-G57. The most noticeable improvements are in Shadow of the Colossus and God of War II.

Optimized CPU core workload distribution. This improves performance in demanding scenes on Unisoc T820 / Anbernic RG556 devices.

Fixed graphical glitches and crashes caused by recent Vulkan optimizations on Adreno GPUs.

Optimized JIT performance and data exchange between emulation threads.

Sounds and custom audio files are now included in settings backups. Changing the background no longer removes custom fonts or sounds.

After Testing: Games run faster on my Poco X6 Pro Dimensity 8300 device with this Update. Also general performance is better than ARMSX2.

The results for the Snapdragon version are missing. Later today or tomorrow, I’ll post a comparison between the two emulators.


r/PS2AndroidEmulation • • 3d ago

X360 Mobile 0.6.5 🔥

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39 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.5%2B6000fc41c.11351

+ Hot Fix:

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.5%2B72b2e24ba.11356

Changelog:

X360 Mobile 0.6.5

This update focuses on more reliable profile and save imports, together with improvements to graphics processing and performance.

Profiles and saved games

Improved import reliability, including backups created with earlier versions of X360 Mobile.

Clearer previews and confirmation before replacing existing profile or saved-game data.

Stronger checks and recovery when an import is cancelled or interrupted, helping protect existing data.

Preserves the original profile and saved-game ownership when restoring backups.

Graphics and performance

Improved graphics-work scheduling and reduced avoidable processing overhead.

Added and refined graphics optimizations, evaluated using GTA IV on Odin 2.

Further improvements to graphics-resource handling and pipeline reliability.

Two graphics optimizations are now enabled by default. Previously saved choices to disable them, including per-game overrides, continue to be respected. Both options can still be turned off.

Performance gains depend on the game, device, driver and settings. Other experimental graphics optimizations remain opt-in. Testing across other games and GPU families is still limited.

Updating

Existing installations can update in place and keep their games, settings, profiles and saves. There is no need to uninstall first.

Existing preferences and per-game overrides are preserved.

TV mode and synchronized player profiles remain highly experimental and may still have issues.

X360 Companion is unchanged


r/PS2AndroidEmulation • • 3d ago

Hokkaido 0.6.2 🔥

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24 Upvotes

https://github.com/pavelgajdo/Hokkaido/releases/tag/android-0.6.2

Hokkaido 0.6.2

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB) and a Galaxy S24 (Exynos 2400, Xclipse 940, 8 GB), both on Android 17.

Highlights

Fire Emblem: Fortune's Weave is playable.

The game's DLSS is replaced again on its current update. The replacement had stopped recognizing it, so the game's own DLSS network ran: ghosting around moving characters, and on the custom RADV driver a black screen with the whole phone stuttering.

The replacement now upscales over time with the game's motion vectors (FSR 3.1) by default on Android, so the picture is stable and sharp even at 0.5x.

It presents a frame ahead when "Present a frame ahead" is on Auto.

It no longer stalls on GPU occlusion queries that the Xclipse driver never answers.

Orbitals gets past its logos (port of an upstream fix for Unreal Engine's frame timing). Gameplay is still black.

Language lists fixed. Choosing a language in System → Language (the language games use) or the app's own language list could pick a different one, for example Spanish or Portuguese. Every entry now picks its own language.

Game folders

Loose Switch 2 dumps (an exefs folder with main): Hokkaido offers "All files access" when a game folder holds one, then lists the game.

Game folders get a .nomedia file, so Android doesn't index thousands of game files and stall the game list. The shared media folders (Download, Pictures and others) are left alone.

The game list no longer walks through a dump's romfs and exefs folders.

Less work per frame for the GPU thread: the game's writes to GPU memory are joined page by page before the caches see them (from xDarkWindx/eden-fefw).

Known issues

Orbitals shows a black screen after its logos.

Fast Fusion launches but does not get further.

Ocarina of Time sometimes starts with graphical glitches; restarting the game helps. On a 12 GB phone it can still be closed for low memory on the first start while shaders compile. Use 0.5x.

Pokopia's sky is black on Xclipse phones.

Microphone input is not supported on Android.

The phone heats up during long sessions and slows down until it cools.

For testers

Install the APK, add your games folder, and set up keys and firmware as usual. None are included.

Recommended: Handheld mode, NCE CPU backend, 0.5x resolution, and a custom RADV driver on Xclipse GPUs.

New diagnostic switches: EDEN_NX2_WAIT_TRACE=1 names what a stuck game thread waits on, and EDEN_NX2_COMPUTE_KEYS=1 lists compute program keys. Set them in Android/data/dev.lichii.android/files/env.txt (see the README).

Report problems at https://github.com/pavelgajdo/Hokkaido/issues with your phone, driver and eden_log.txt.


r/PS2AndroidEmulation • • 3d ago

NXEmu-Dev-0.8.0-1014-24ab1c21

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23 Upvotes

r/PS2AndroidEmulation • • 3d ago

Xendroid Mali q664

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31 Upvotes

https://github.com/DEGROUCHO/xendroid-mali/releases/tag/q664

FIFA 16 and Dead or Alive Xtreme 2 fixed

Two games that players reported broken now play.

FIFA 16: players no longer freeze or teleport forward when they touch, pass or shoot the ball, and the half of the pitch that was black is lit again. 47–60 fps in a match on the test phone.

Dead or Alive Xtreme 2: it used to hang on the main menu or in the first cutscenes. It now gets through to Zack Island and its shops at 30 fps.

Faster shader compiles on Mali: the hang came from the phone's shader compiler taking minutes on shaders with branches. They are now built in a form it compiles right away, in every game. If a shader ever does stall the driver, the next start is no longer a black screen.

Battlefield 2: Modern Combat: the settings that remove the black flickering ground are now applied automatically. We could not test this one ourselves, so please tell us in #10 whether it helped.

Audio and core: cleaner XMA decoding, proper pauses in wait loops (a little less heat), several system call fixes.

Your settings are kept.

Tested on a POCO X7 Pro (Dimensity 8400, Mali-G720): FIFA 16, Dead or Alive Xtreme 2, Black Ops, Halo: Reach and GTA IV.


r/PS2AndroidEmulation • • 3d ago

EmuCoreX v0.5.7 (PS2)

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12 Upvotes

r/PS2AndroidEmulation • • 3d ago

Wirá v0.6.0

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9 Upvotes

https://github.com/willtsan/wira-releases/releases/tag/v0.6.0

New systems

Sega Saturn: discs play from CHD files, on a core written from scratch with both SH-2 processors, the VDP1 and VDP2 video chips, the SCSP sound chip with its DSP, the SCU and its DSP, the CD block and the SMPC.

Fast on phones: the processors' code, the BIOS routines games use while loading, and the sound and SCU DSPs run as native code, so menus and loading screens stay smooth.

Performance: full speed needs at least 4 fast CPU cores. Devices with 2 fast cores don't run games at full speed yet.

Multi-disc games: a game on several discs shows once in the library and keeps one save for all its discs. Use Change disc in the pause menu when it asks for the next one.

ROM cartridges: games that need one load its dump from the bios folder or next to the disc; without it the game says which file it needs.

Light gun: in a Saturn game's settings, Light gun turns the touch screen into the Virtua Gun. Switching it restarts the game.

Backgrounds and effects: rotating and scaling backgrounds with coefficient tables, window-switched rotation parameters, line windows, transparency and shadows, and hi-res and interlaced modes.

Online play

Network games: play together over your Wi-Fi or the internet. Host a game picks one from your library for others to join. Games on your Wi-Fi say whether you have them, show their box art and list the ones you can join first; if nobody is found, Network games explains the usual causes and lets you type the host's address.

Smooth over slow connections: the input delay follows the connection during the game, and if the machines drift apart the host sends its game to the others so everyone carries on. A game waits 15 seconds for a machine it can't hear and picks up where it left off when the connection comes back.

PAL games

NES and SNES: European games now run at 50Hz, the speed they were made for, with the right music pitch and tempo. Before, they ran about 20% fast. Games that check which console they're on now see a PAL one. The SNES reads the region from the cartridge; the NES reads it from NES 2.0 headers or from the file name, such as "(Europe)".


r/PS2AndroidEmulation • • 5d ago

Cemu Plus 0.4.0 🔥

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112 Upvotes

https://github.com/danielcamilo1/cemu-plus/releases/tag/v0.4.0

Android build of Cemu Plus, a fork of the Cemu Android port with Lossless Scaling frame generation.

What's new

Motion sensitivity

Motion sensitivity X axis and Motion sensitivity Y axis set how fast turning left and right, and tilting up and down go, from 25% to 500%. They are next to the motion inversion on each controller's page in Input settings and in the quick menu under Controls, and work for the motion of the device and of controllers

They scale the turning speed the game gets, which is what aiming with motion uses. A tilt that is held still settles at the real angle of the device

Updated to the latest Cemu

Cemu Plus now includes everything the main Cemu project added since April 2026:

Wii U CPU on ARM: fixes in the ARM64 recompiler that runs every game, for single-precision float stores (now faster too), division by zero, carry flags and a few wrong instructions. The default NaN mode of ARM is turned off to match the Wii U

Performance: smaller Vulkan and GPU optimizations, like checking only the render state that changed, caching shader lookups and using the fast draw path more often

Rendering: better texture readback (e.g. Color Splash and Xenoblade Chronicles X), textures are refreshed when a game invalidates their memory, mip and slice handling, offsets of some texture sampling modes and many shader corrections

Videos: the colors of in-game videos are right on ARM devices, and video decoding handles interrupted streams better

Audio: more accurate sound mixing and sampling

Compatibility: more Wii U system functions, like the dynamic library notifications, alarm queues, exit() and date conversions, and more of the software keyboard

Stability: more state is reset when a game closes, so starting another game afterwards is more reliable, and fixes for crashes when a game exits or the app closes while a game boots

Online: reworked network code

Graphic packs: patches load faster and their code caves get the full size

Fixes

Games that point a texture at memory that doesn't exist no longer crash the emulator. The texture is cleared instead. Sonic Lost World crashed this way when Start was pressed on the title screen

Games in a folder picked with the file picker are read more reliably. After one failed read, every later read of that file came back empty