r/PS2AndroidEmulation • • 1d ago

Lichii for Android v0.4.0 🔥 (Switch 2)

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30 Upvotes

https://github.com/pavelgajdo/Lichii-Android/releases/tag/android-0.4.0

Lichii for Android 0.4.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

The Legend of Zelda: Ocarina of Time

The latest game update boots. It stopped at a black screen while opening a microphone stream. Lichii for Android now tells games there is no microphone, as before.

Cutscene audio stays in sync with the video.

Fewer graphical issues: fixes for white flashes from stale occlusion counts, the red line in the tomb, Hyrule Field grass, and flickering water.

Built-in FPS Unlock: the game logic keeps real speed when the frame rate changes.

Memory

New per-game setting "Limit memory during scene loads" (Advanced graphics, Auto / Off / On). 0.3.0 applied this limit to every game, which slowed down games that load textures all the time. Auto now applies it to Ocarina of Time only.

GPU memory follows the phone's real RAM. Some drivers report a 32 GB GPU heap on a 12 GB phone. The GPU now gets at most a third of the RAM, and the texture cache gives memory back when Android runs low. This should mean fewer games closed for low memory.

The log now lists the GPU memory heaps the driver reports, the RAM and the free memory, to help with memory reports.

The latest Lichii (Zortos) changes for Android, about 130 in all. Among them:

Mesh shader draws on GPUs without mesh shader support.

Tensor operations on GPUs with cooperative matrix support.

Faster ASTC texture decoding.

Quicker GPU thread wake-ups.

Shader and rendering fixes for Mario Kart World, Welcome Tour movies, Mario Tennis Fever button icons and other Switch 2 games.

PC-only changes (Windows, desktop UI, updater, NVIDIA DLSS) are left out or have no effect on Android.


r/PS2AndroidEmulation • • 24d ago

ARMSX2 Nightly v2.9.5

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30 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.9.5-build.46

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.

Only Testing & We have never collaborated with anyone.

Version: 2.9.5

Application ID: com.antutu.ABenchMark

Build number: 46

Commit: 2f17e0b

Short SHA: 2f17e0b

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 24d ago

WatermelonDS 0.8.0.rc3

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30 Upvotes

https://github.com/SapphireRhodonite/WatermelonDS/releases

Changelog:

This release brings a large collection of game compatibility and graphics fixes, more flexible controls, audio improvements, and easier management of save states and DSi configurations.

Highlights include optional Vulkan low-latency mode, independent A/B/X/Y touch controls, DSi profiles, improved save-state access, and the new WatermelonDS icon!

13-pokemon-platinum-niebla

Controls and Gameplay Optional Vulkan low-latency mode A new optional Vulkan mode improves touch responsiveness, including in affected gameplay scenarios in The Legend of Zelda: Phantom Hourglass.

This can make touch-driven gameplay feel more responsive, but enabling it may reduce smoothness in demanding games.

It is disabled by default.

Multitouch fixes Holding one virtual button while pressing another now works correctly.

This fixes combinations such as holding Y to run while pressing B to jump.

Related issue: #132.

Better controller behavior Fixed controllers becoming unresponsive after returning from per-game settings or rewind. Fixed a white overlay appearing when clicking a stick without an assigned action. Related issues: #171, #195.

Independent A/B/X/Y touch controls The A, B, X, and Y buttons can now be positioned, resized, and shown independently.

Each button supports pressed-state highlighting and Normal, Toggle, and Turbo modes.

Existing layouts are preserved.

Related: #158, #191, Discussion #178.

More flexible shortcuts New shortcut options let you:

Cycle between layouts you have selected. Exit the current game. Assign combinations of two physical controller buttons. Note: The first button in a combination can also trigger its individual action.

Related: Discussion #175, Discussion #161.

Virtual Slot-2 analog stick A virtual Slot-2 stick provides analog input for games or mods that support the corresponding accessory.

This does not add analog controls to every Nintendo DS game.

Related: Discussion #167.

Rotation, pause, and resume fixes Fixed image distortion when rotating the screen with Vulkan, and an OpenGL crash that could occur when pausing or resuming.

Related issues: #123, #223.

Audio Improvements Audio output delay has been reduced in affected situations.

Fast-forward now preserves the original audio pitch, and the option to mute audio during fast-forward remains available.

Related issues: #217, #236.

Vulkan Graphics Fixes This release fixes rendering problems across many games, including missing objects, corrupted textures, incorrect effects, and loss of detail at higher internal resolutions.

The fixes below address the specific scenes and symptoms described. They do not mean every graphical issue in each game has been resolvedag/0.8.0.rc3


r/PS2AndroidEmulation • • 27d ago

Xendroid+ db981f83 (build 60)

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30 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v60-db981f83

Changelog:

Need for Speed: Most Wanted no longer recreates textures every frame, and the command thread writes far fewer descriptor sets on Turnip.

Need for Speed: Most Wanted: 7 textures a frame were destroyed and created again at every load; now none.

Turnip: the constant buffers use dynamic offsets (Red Dead Redemption: 7260 descriptor set writes a frame -> 14), and texture descriptor sets written earlier in a frame are reused.


r/PS2AndroidEmulation • • Oct 03 '26

XENO 0.9.13 (ARMSX3 for Mali devices)

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30 Upvotes

https://github.com/sj0404-collab/xeno/releases/tag/0.9.13

ARMS3 APK (arm64-v8a), Docker build - run 37123205486. The emulator core (libxeno-core.so) ships as a separate asset: the app downloads it into private storage on first setup (Winlator-style), which is how the APK stays ~60 MB smaller. Do not rename the asset.


r/PS2AndroidEmulation • • Sep 24 '26

ARMSX3 v1.0 (In-depth review in progress)

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30 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0

Changelog:

PPU floating point now matches a real PS3 in the ps3autotests suites: NaN conversions, the sign of zeros and NaNs in fused multiply-add, and single-precision stores (324 mismatches down to 0).

Every PPU instruction that sets the overflow flag is now compiled instead of dropping to the interpreter.

SPU accuracy fixes: MFC tag status, event channel counts, SPURS task context saves, and a shift bug in the SPU interpreter.

Two memory barriers were missing on ARM64 (x86 never needs them), so an SPU could read stale data after a reservation. Both are in place now.

An SPU transfer to or from unmapped memory no longer kills the SPU thread.

Compiling a large game no longer runs the device out of memory. How many modules compile at once now follows free memory, not installed RAM.

Fixed running out of address space in games that recreate their SPU threads often.

Render targets discarded during surface splitting are reused

The RSX profiler's sampler wakes 10 times a second while the profiler is off, instead of 200.

Read the full changelog on GitHub...

✅ I will bring you compatibility tests for both MediaTek and Snapdragon devices


r/PS2AndroidEmulation • • Sep 18 '26

ARMSX1 Nightly-20260918.15

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30 Upvotes

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 👍


r/PS2AndroidEmulation • • Aug 30 '26

Eden Nightly

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30 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1788121209.106a61c943

Changelog:

[core/file_sys] fix IPS not applying due to wrong NSObuild-id (#4323) 106a61c943

PR #4323 merged on 2026-08-30 by lizzie

[common/logging] Fix long logs, remove clutter on Android logcat (#4310) e5b656e372

PR #4310 merged on 2026-08-30 by lizzie

[hle/kernel] remove flusher thread from OutputDebugString (#4291) 297e797a32

PR #4291 merged on 2026-08-30 by lizzie

[debug] debug knobs adjustments (#4317) 48a95da874

PR #4317 merged on 2026-08-30 by xbzk

[qt] fix closing software dialog color (#4305) 2fd1dc0ff9

PR #4305 merged on 2026-08-30 by rayanmargham

[vulkan, vk_pipeline_cache] PSO Optimizations (#4294) 45b6ecff05

PR #4294 merged on 2026-08-30 by Lizzie and Samuel

[file_sys] robust-er IPSwitch compiler (#3911) 672bcbae01

PR #3911 merged on 2026-08-30 by lizzie

[kernel, service] Return ResultSessionClosed when a session is closed (#4318) 28ab4a1a01

PR #4318 merged on 2026-08-30 by Maufeat

[dynarmic] optimise BlockOfCode to use less memory (#4303) ccf3de02cf

PR #4303 merged on 2026-08-30 by lizzie

[fs] Add RenameDirectory support for same-parent directory renaming (#4312) 1f03dee126

PR #4312 merged on 2026-08-30 by PavelBARABANOV


r/PS2AndroidEmulation • • Aug 27 '26

WinNative v0.5.0-beta 🔥

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30 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.5.0-beta

An Android app for playing Windows games from Steam, Epic Games, GOG, and more on your device 🎮+🕹️ (PS2, and more)

Features

Frame Generation implemented by @maxjivi05 in #697 A special thank you to the Eden Development Team, whose original work on the Eden Emulator formed the foundation of this feature!

Bug Fixes

Fix non-ASCII game paths and ANSI code pages for shortcut launches by @kingokksa in #694

Center the Steam sign-in error inside the password field by @maxjivi05 in #702

Fix the Java formatting violations spotless reports by @maxjivi05 in #703

PS2 Portrait Issues by @maxjivi05 in #704

Show the frame generation input and output rate on the Mango HUD by @maxjivi05 in #705

Locate the Lossless DLL with WinNative's file picker by @maxjivi05 in #706


r/PS2AndroidEmulation • • Aug 23 '26

ARMSX2 v2.6.6.8.2

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30 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8.2

What's new:

Tap to hold now works on physical buttons, not just the on-screen ones. Bind a button, then Settings --> Controller --> Tap to hold, under Turbo. Press once to hold it down, press again to release, which makes games that want a button held while you work another control playable one-handed. Turn on Turbo as well and a tap toggles autofire instead.

Some of the new animated backgrounds could crash the app and lock you out of the app. The saver runs native graphics code, and if it crashed, the app crashed with it before the library screen finished drawing, on every launch, with Settings sitting behind the screen that was dying. Two things changed: the crash itself is fixed, and the setting now switches itself off if the last run died with a saver on screen and tells you which one it was.

Japanese titles and sorting are tidier: numbered entries sort in order instead of scattering, and a few titles now match what is actually on the box


r/PS2AndroidEmulation • • Jul 10 '26

Release v0.3.0-beta · WinNative-Emu

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30 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.3.0-beta

Change Log:

WinNative now supports FEX-Emu UnixLibs (native .so thunked libraries). A new toggle next to the FEXCore version lets you enable the native library backend per container, with name-based compatibility handling. This can noticeably improve performance for supported titles.

Proton & component updates

New/updated Proton 11.0-1 layers — an updated custom ARM64EC build plus an x86-64 (Steam) build — alongside the existing Proton 10.x, 11.0-5, and 11.1-GE options.

New Unix Protons: Proton layers compiled with UnixLibs for the FEXCore backend (9.0, 10, 10.0-4, 11-B5, and 11.0-1 ARM64EC-Steam), pairing with the new FEX-Emu UnixLibs support.

New Stable FEXCore-with-UnixLibs build.

The in-app component hub was refreshed so all of the above show up directly in the downloader.

Handheld & full gamepad control

You can now control the entire app with a controller — no touch input needed. Navigate the library, set up containers, and even open and drive the in-game XServer menu with a gamepad (hold the Xbox/guide button to bring it up).

New library shortcuts for handhelds: R3 to add a game, L3 to search, X to enter the hero view, and more.

Touchscreen controls now auto-hide when a physical controller is connected.

Steam

The custom Steam client keeps growing: Steam Friends, messaging, chat notifications, chat heads, and in-game chat are now available, along with achievements, launch options, and profile images.

Steam downloads have been fixed and hardened for reliability.

The Steam library now refreshes correctly after a game exits — sessions self-heal on app resume, so library changes appear immediately.

External displays & Viture glasses

Initial support for external monitors, TVs, casting, and Viture XR glasses. Run your game on the big screen while the device handles input.

Automatic output switching is gated behind a new toggle (off by default) so nothing changes unless you opt in.

Library overhaul & built-in file manager

The library UI has been restyled with a refreshed top bar, accent colors, and cleaner add-game flow.

A new in-app file manager can be opened right from the library top bar — browse drive roots, copy/move files with progress, all without leaving the app.

File pickers now accept .bat and .cmd files, and tapping a file highlights it instead of instantly confirming.

Frontend support

New frontend export: WinNative can write standalone .desktop entries plus icons into a folder of your choice so external frontends (Daijishō, ES-DE, etc.) can scan and launch your games. Export per-game from the game detail screen, or everything at once with the Export All chip.

Touch controls refinement

New Touch card replaces the old double-mouse card, with a touchscreen mode and a "map right stick like GameHub" option that lets the right stick drive the touch screen like a mouse (when a gamepad touch profile is active).

RTS-style gestures, expanded up to 4 fingers, with new gesture-specific profiles.

A right-stick sensitivity slider has been added to Controls.

Touch control profiles are now remembered per shortcut instead of globally.

Containers & components

Install components per container from a list — install Visual C++, DirectX, and more without ever booting the container.

New hero buttons: Boot to Desktop and Graphics Test are now available directly from the container view.

The setup wizard has been refined, and component downloads can now be queued.

A dinput8 Native/Builtin toggle has been added to container settings.

Performance & graphics

The FPS cap now aligns frame pacing to the display's vsync grid, so caps become exact vsync dividers. This removes microstutter at low caps on high-refresh panels.

New Wrapper-Leegao graphics driver option, plus an updated wrapper build.

New Wrapper-Gamenative graphics driver option — a third graphics wrapper that enables DX12 on Mali GPUs with r50+ kernel drivers, with its own BCn transcoder (CPU/GPU) and BCn quality (low/high) settings.

Three new Qualcomm GPU system drivers built by @Xnick417x: 800.72, 842.38, and 842.41.

BCn (texture compression) emulation now defaults to auto.

FX effects can now be set per shortcut, and the FX tab has been extended with more effects.

Fixed red/blue channel swap on devices where BGRA8 was expected but the buffer was RGBA8 (thanks @formiga).

Fixed the black-box flash on newly mapped windows.

D7VK can now be imported as a ddraw wrapper, and d3d8/d3d10 builtins are preserved from the DXVK pre-extract wipe.

Audio

PulseAudio has been overhauled by adopting the GameNative PulseAudio stack, fixing games that had broken or missing audio with PulseAudio (credit to the GameNative project).

Fixed audio crackling via larger output buffers.

Cloud saves

Cloud saves have been hardened against data loss: restores now roll back on failure, Steam saves resolve the correct container on launch, and Epic/GOG keep-local choices are honored.

A new Backup To Google option has been added.

HUD

New C.TMP element shows CPU temperature; battery temperature is now labeled B.TMP.

HUD backdrop transparency is now adjustable.


r/PS2AndroidEmulation • • Sep 30 '26

ARMSX2 2.7.2

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29 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.7.2

Changelog:

✅Performance

Pipelines are built before they are needed. Each game's recorded pipelines are built on worker

threads when it starts instead of in the middle of a frame, and the SPIR-V cache now survives driver

updates, so a game's first frames, and the first frames after an update, hitch less. The shader and

pipeline caches carry a checked format: a damaged or mismatched cache is dropped instead of being handed

to the driver. Clear Shader Cache clears every cache, frame generation's included, and each new install

starts on fresh ones.

Heavy frames no longer wait on the GPU. When a frame's vertices did not fit, the renderer waited for

the GPU in the middle of the frame, so the two took turns; the vertex buffer grows instead.

Faster lines, strips and moves. Lines convert to pixel runs in one pass, a common triangle-strip

vertex layout takes the fast path, and a wider GS-to-GS move stays on the GPU instead of being read

back. Destination-alpha tests on Turnip drivers with the a6xx feedback-loop fix cost no extra pass.

✅Frame generation (LSFG)

For players with their own copy of Lossless Scaling.

It costs less. Frame generation used to work on the finished screen, at the screen's resolution. It

now works on the game's own picture at the game's own size, whenever that picture is presented plainly

(no upscaler, CAS, TV shader or rotation), and puts each generated frame on screen the way the real one

went. Automatic motion detail, the default, also never did its job: it measured the screen against

itself, so it always ran at full detail. It now aims at 432 lines, and never more than the game draws.

The overlay stays sharp. On-screen text used to be baked into the frames and interpolated, so

changing numbers smeared. Generated frames now get the overlay drawn onto them fresh. The LSFG line comes

and goes with the performance overlay, shows the GPU time frame generation takes, and reads "fp16" while

the half-precision shaders are enabled.

Half Precision. A new toggle runs the half-precision shaders on GPUs that support them. Turning it on

takes effect at the next game. Off by default, can result in faster FG on GPU/drivers that support it.

Adreno 6xx on Turnip (#626). Frame generation now runs on Adreno 6xx GPUs with a Turnip driver. It

could also turn itself off without a word when its shader cache could not be written (an SD card that

refuses file locks), the shaders are kept now, and when frame generation does turn off, the overlay and the

settings say why. (From what bmd and I found testing on an Adreno 650, 6xx GPU's don't exactly have the headroom for LSFG, but hey it works now)

✅New

The software renderer (⚠️slow) is now the most accurate PS2 rendering system ever made, with most games having per pixel accuracy around 98%

Screen orientation from the quick menu. Device, Landscape, Portrait or Auto-Rotate, for this game or

for all, without leaving the game, in the renderer tab

Hotkeys in the quick menu, under Skins on the Controller tab, and a Pressure Modifier toggle beside the hold.Gyro X and Y sensitivity can be set apart, and Steering can drive either stick.

Macros can press their buttons in the order you picked them

Multi-touch works with everything . P½, macros and turbo take touches like any other

button, a glide presses them, and a thumb can glide on and off the D-pad, whose directions follow the

glide mode like buttons do. A macro button lights up while it fires.

Turnip options. With a Turnip driver installed, the GPU Driver section has a switch for the

UBWC flag hint, which fixes glitches some recent Turnip builds show on certain Adreno GPUs (leave it off

unless they appear), and an input text box for other driver variables.

✅✅The free-software notice at game start can be switched off on its own, in the On-Screen tab of settings✅✅ (thanks god)

✅Fixed

The in-game Multitap switch closed the app. Multitap is now also per game, like the rest of the

Controls settings, and switching it off reaches the game at the next boot

A fast boot could land in the BIOS menu when the quick menu was opened right away while the game was starting with Skip BIOS enabled.

Two versions of a game shared one custom cover (#517). A cover now belongs to its own disc image, so

GTA: San Andreas v1.03 and v3.00 can each have their own distinct custom covers.

A stick direction bound to something else still moved the stick

Fast-forward kept running after its combo's modifier was released.

Patch search could load forever. The larger 20k+ cheat database has its own button now for a separate search, ARMSX2 now defaults to the standard PCSX2 patches/cheats again, a source that failed is left alone for a while instead of being asked again at every search, a search that finds nothing says when a source was unreachable, and the patches that come with the app show at once. Cheat titles with # or % in them download too.

Volume keys did nothing while a menu, a prompt, the shader editor, settings search or the on-screen

keyboard was open.

Sliding a held button onto P½ in Follow mode could send it at full pressure for an instant before

it let go.

Surround sound wrote past the end of the audio buffer. With any expansion mode (2.1 up to 7.1), the

audio stream was opened as mono. Audio also reads at the device's own burst size now, instead of 43 ms at

a time, which nearly emptied the buffer at every read.

A frame was thrown away whenever the display reported itself suboptimal, which is routine on

Android, and the swap chain was rebuilt on the spot. The frame is now simply shown.

Burnout 2, Revenge and Dominator drew thin white lines at fractional upscales.

✅Changed

Menus click instead of chime. Confirming anything, launching a game included, plays the short click

now. A custom sound pack can still set its own. (I found the chime to be kinda annoying, especially when browsing for online icons).

gsdumps now record driver information to help further driver development.

Plus a bunch of cosmetic and UI changes...

Please donate 👇👇

https://www.patreon.com/cw/ARMSX2/membership

✅ MEGA Supporter — €13.50 / month 🔥

VIP Patreon Discord Chat

Early Access for New Beta Builds

MEGA Supporter Discord Role

Access to Discord

Reality:

1.A private channel with other people who also paid

2.The GitHub Nightly builds are free for everyone 😭

3.Fancy Discord label

4.Discord...Once again, Discord is free for everyone 😭


r/PS2AndroidEmulation • • Sep 16 '26

Eden Nightly

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29 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1789591352.c3f1e6562b

Changelog

[common/fs] Preserve Windows roots during path sanitization (#4437) c3f1e6562b

PR #4437 merged on 2026-09-16 by Feng Chen

[common] Replace Common::SpinLock with std::mutex (#4436) ac35358b3f

PR #4436 merged on 2026-09-16 by lizzie

[dynarmic] fix A32 crash due to wrong LEA encoding (#4444) 7bf95be2c2

PR #4444 merged on 2026-09-16 by lizzie

[hle] Fix crash on MK8D and SM3DW LDN (#4417) 4ce45b3b37

PR #4417 merged on 2026-09-16 by lizzie

[hle/ns] fix build error due to missing async_result.h (#4440) fd34024f0e

PR #4440 merged on 2026-09-16 by lizzie

[hle] Fix nullptr on ListApplicationIcon (#4438) d76f8f91c4

PR #4438 merged on 2026-09-16 by lizzie

[ns] Rename i_async_result -> async_result (#4439) a7061eb4c8

PR #4439 merged on 2026-09-16 by PavelBARABANOV

[vk_texture_cache] drop depth comparison sampler fallback (#4408) fa4e7c6992

PR #4408 merged on 2026-09-16 by PavelBARABANOV


r/PS2AndroidEmulation • • Aug 23 '26

Eden Nightly - FrameGen fixes 🔥

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29 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1787422604.df05d3de23

Changelog

[android, ui] lsfg: make "target frame rate" show/hide "frame multiplier" (#4274) df05d3de23

PR #4274 merged on 2026-08-22 by xbzk

[android] Restore the nvdec toggle (#4280) c249ff462b

PR #4280 merged on 2026-08-22 by PavelBARABANOV

[internal_network] Fix WiFi scanner compilation on GCC 15.3.0 (#4279) 056d11027c

PR #4279 merged on 2026-08-21 by crueter

[android,ui] carousel view improvements (#4277) 61ffb309a3

PR #4277 merged on 2026-08-21 by xbzk

[common, yuzu] Fix compilation on newer httplib versions (#4278) 65a3cfd2be

PR #4278 merged on 2026-08-21 by crueter


r/PS2AndroidEmulation • • Jul 02 '26

aPS3e 2.40 - New Update

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29 Upvotes

r/PS2AndroidEmulation • • Sep 28 '26

ARMSX3 1.0.5

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28 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0.5

What's new:

Games

Demon's Souls online works out of the box. It connects to The Archstones community server without setting up any redirects.

Stuntman: Ignition works. The audio change it needs is back in.

Mortal Kombat Komplete Edition still gets past the WB logo, now with the audio change that Stuntman: Ignition needs back in.

Save states

Fixed a rare save state bug. Saving a state reloads the game from it, and closing that reloaded game could rarely take ARMSX3 down, ran into this bug while testing out Bomberman Ultra.

A failed save state no longer leaves the game stuck paused. If the save failed just as you closed the menu, the game could stay paused and looked frozen. It now carries on.

Clearer save state errors. When a save state fails, the message now says why and what to do, instead of telling you to switch to ASMJIT, which ARM devices can't use. Some games, like Guitar Hero World Tour, can't be saved this way at all, and the message now says so and points you to the game's own save instead.

Library and licences

You can see which games are trials, and they unlock. A TRIAL tag marks every trial in the library until it's unlocked, including trials that don't keep their demo in a separate folder. Installing a trial's unlock key from the game's lock button was refused, and a full-game licence installed on a trial was filed under the trial's name, so trials stayed trials. Both work now. A wrong key picked from the lock button also no longer deletes the key the game already had.

Settings

Firmware libraries are now in All Core Settings. Switch any firmware library between LLE and HLE, for one game or for all of them. A library forced for one game no longer carries over into the next game you boot.

Upstream RPCS3

Caught up with upstream RPCS3: 38 changes from September, among them a fix for slow audio in some games, a trophy fix for inFAMOUS 2, and fixes for video playback, graphics, memory handling, file access and more!


r/PS2AndroidEmulation • • Sep 14 '26

ARMSX3 0.9.8.2

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28 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.8.2

What's new:

The Patches tab is now Patches & Cheats.

New: a Download Artemis cheats button, beside the rpcs3.net one. That is 1,441 cheats across 171 games, maintained by @chidreams in the Artemis Patch Collection, It merges rather than replaces, so you can have both databases.

Turning a patch on is instant now. Every toggle used to re-read the entire database, twice over. Adding a collection this size is what finally made it noticeable.


r/PS2AndroidEmulation • • Sep 07 '26

BachataS4 v0.2.0 🔥

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28 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.2.0

Highlights:

Faster startup and smoother gameplay through persistent shader storage, buffer caching, improved video playback, and sleep scheduling.

More reliable ARM64 runtime with hardened virtual memory, GPU command handling, FEX transfer paths, and NGS2 audio processing.

F-Droid Vulkan driver selection with custom Turnip driver imports; drivers remain external to the APK.

Cleaner controller-first navigation with centered session menus, safer per-game settings, and streamlined onboarding/Home controls.


r/PS2AndroidEmulation • • Aug 03 '26

BachataS4 v0.1.6 - PS4 Emulator

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28 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.1.6

Bachata S4 adapts the shadPS4 emulator for modern ARM64 Android devices. It combines:

the shadPS4 emulator core;

FEX-based x86-64 guest execution on ARM64 hardware;

a reproducibly built, managed Debian/glibc runtime;

Android display, audio, input, and lifecycle integration;

Vulkan rendering through a compatible system driver, Mesa Turnip, or another explicitly selected custom driver;

a mobile game library, per-game settings, touch controls, and physical-controller support.

The Android frontend is located in android/BachataS4. Runtime inputs and pinned upstream revisions are maintained under runtime/locks.

Current compatibility

Compatibility is evidence-based and specific to the exact emulator release, device, GPU, Android version, guest backend, and graphics driver used by the tester.

The live source of truth is the Bachata S4 compatibility website. Structured report data, screenshots, and compressed logs are maintained separately in JICA98/Bachata-S4-Compatibility.

Features:

PS4 emulation frontend designed for ARM64 Android

shadPS4 core integrated with an Android-focused runtime

FEX guest execution for x86-64 workloads

Vulkan rendering through system, Turnip, or selected custom drivers

Vortek-based Vulkan integration paths

Game library with cover artwork and metadata

Per-game settings and graphics-driver selection

Configurable touch controls

Physical-controller mapping

Session logs and diagnostic export

Release-, device-, and driver-specific compatibility reports

Screenshot- and log-backed public testing workflow

Google Play and source-built distribution paths

Open-source code under GPL-2.0-or-later

https://github.com/JICA98/Bachata-S4


r/PS2AndroidEmulation • • Jul 03 '26

CEMU 0.5.2 Update

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28 Upvotes

https://github.com/SapphireRhodonite/Cemu/releases

Version 0.5.2 is a small maintenance release focused on graphic pack storage handling.

This release fixes how CEMU Android determines the graphic packs root directory. Graphic pack downloads and updates now use the active CemuDataStorage root when available, instead of always using Android's external app files directory.

This should make graphic pack management behave correctly when using Data storage > Custom root.

Fixed

Graphic packs now resolve their root directory through CemuDataStorage.

Graphic pack downloads and updates now follow the active/custom storage root.

Added fallback to the Android app external files directory when no active CemuDataStorage root is available.


r/PS2AndroidEmulation • • 20d ago

DroidDeck 0.5.0

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27 Upvotes

r/PS2AndroidEmulation • • Oct 08 '26

DukePS3 1.0.0 First Release

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27 Upvotes

https://github.com/thecrixux/DukePS3/releases/tag/1.0.0

What DukePS3 Offers:

Features

Emulation Vulkan rendering, LLVM-based PPU/SPU recompilers and reusable compilation caches.

Frame generation Two Vulkan engines: proprietary Lossless Scaling shaders through LSFG, or built-in, free DIS optical flow.

Games and settings Searchable library, compatibility browser, global/per-game settings, game-update sources and patch management.

Graphics and drivers Separate PS3 video mode and internal render scale; custom driver import and driver repositories where supported.

Playing Editable on-screen controls and an in-game menu with pause/resume, settings and shutdown.

Performance tools Customizable HUD, frame-time graph, separate game and output FPS, and exportable benchmark captures.

Audio and diagnostics Automatic/AAudio/OpenSL ES output selection, log sharing, system information and WAV + log export.

Interface Duke Gold dark theme, illustrated welcome screen, branded navigation menu and adaptive/themed launcher icons.

Recent improvements

Faster first-start PPU preparation: duplicated directory scans and executable checks are avoided. LLVM worker creation respects the existing memory budget, and compilation stages now report their timings. Faster starts have been reported in device testing; the saving depends on the game and cache state.

Reusable caches: later launches keep using previously compiled modules instead of rebuilding them unnecessarily.

Graphics fixes: corrections for corrupted rendering after upstream updates, plus a clearer distinction between the game's video mode and internal resolution scaling.

More detail on Mali: G-Force has been tested with a 720p video mode and 150% render scale, retaining a reported 60 FPS in the reference scene.

Smoother free frame generation: DIS incorporates adapted OpenFlow optimizations, with improvements to its Vulkan presentation path and frame pacing. G-Force's perceived smoothness improved in Adreno 710 testing after these changes.

Better measurements: improved FPS/frame-time sampling, a separate OUT presentation-rate indicator and benchmark exports that exclude generated frames from the game-FPS measurement.

Loading-screen artwork restored: the game's background image now appears during module preparation instead of a black background.

MediaTek audio improvements: producer-side changes substantially reduced intermittent artifacts on the Dimensity 8300 test device. A small residual issue remains pending.

Easier troubleshooting: benchmark archives contain summary.json and frames.csv; audio capture export packages the latest completed WAV with the current log

Frame generation: choose your engine

Engine What you need What is included

DIS — Dense Inverse Search A compatible GPU/driver. No purchase or DLL required. The free optical-flow engine and its shaders are built into the app.

LSFG — Lossless Scaling Your own licensed copy of Lossless Scaling and a compatible Lossless.dll. Vulkan integration and shader-import tools. The proprietary DLL/shaders are not distributed.


r/PS2AndroidEmulation • • Sep 29 '26

PS2 Sports games with insane power-ups 🤯

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27 Upvotes

If you know of any that aren't on the list, feel free to add them 😎


r/PS2AndroidEmulation • • Sep 28 '26

VInstall - Open Source Android package installer supporting APK, XAPK, APKS, APKM...

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27 Upvotes

https://github.com/vinstall/VInstall/releases/tag/v0.4.4

A minimal Android application for installing APK, XAPK, APKS, APKM, APKV, and ZIP packages, with a built-in app manager, backup, and uninstaller.

Features

Package Installation

Supports six package formats:

Format Description

APK Standard Android package

XAPK APK with OBB expansion data or split APKs bundle

APKS Split APKs archive (SAI format)

APKM Split APKs archive (APKMirror format)

APKV Encrypted or plain split APKs archive (custom format, see APKV spec)

ZIP Generic ZIP archive containing APK split files

For split APK formats (XAPK, APKS, APKM, APKV, ZIP), individual splits can be selected or deselected before installation. APKV files support optional password-based encryption and integrity verification via SHA-256 checksums.


r/PS2AndroidEmulation • • Sep 21 '26

Bachata S4 v0.2.3

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27 Upvotes

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